View Full Version : Master Guide
wildicv
11-09-2009, 08:52 PM
Seems like a lot of the information people are looking for is spread out in the forums. So we are getting repeated questions. To help clean the mess I have gathered the most frequently asked questions and answered them below. If you have more to add please feel free to do so.
Can the Unreal Engine make so and so game:
The answer is simply yes. Please no more topics about if unreal is suitable for so and so game. It can do anything you can imagine as long as you have an understanding of how to script it out.
How to create a new empty game project:
Open your Development/Src directory and make a new directory whatever your game/mod is to be called. Then in that directory create a Classes folder. Now create a new file called main.uc . Open this file inside a text editor and put the following in.
class main extends GameInfo;
DefaultProperties
{
}
Now Open UTGame.ini which is inside the UTGame/Config directory.
At the top of the file there are two lines we need to change.
DefaultGame=MyMod.main
DefaultServerGame=MyMod.main
Change MyMod to your game name.
Next open UTEngine which is inside the UTGame/Config directory.
Scroll down till you find
;ModEditPackages=
We need to change this to our game/mod name so remove the ";" in front of ModEditPackages you should now have.
ModEditPackages=MyMod
Finally Open the Unreal Frontend and click "Make" if you did everything right you should see it compile your new game/mod.
Change the splash screen:
Modify Splash.bmp in the UTGame\Splash\PC directory. NOTE: In order to stay in legal terms with Unreal you must have the UDK Logo somewhere on your games splash screen.
Do I have to remove the UT files in order to make a new game:
No you do not have to remove anything you simply just don’t use / reference any files from UT and they will not be packaged in your game.
What directories do I use to make my game separate from the UDK examples:
As long has you don’t use any of the UT3 Maps they won’t be compiled into your final setup.exe. When you package your game only the assets needed by your game are put into the final package. So if you don’t reference any of the UDK example files they won’t be compiled in.
Where do I put my game code:
You put your game code inside your mod folder example would be. Src/MyMod
How to start makes a third person game:
Inside the editor using the unreal kismet you can setup a camera actor to follow a character. Then you would write a script to control the movement of said character as well has the movement of the camera.
When I make my own game, how to compile correctly and distribute:
First you modify the UTGame.ini and UTEngine.ini to point to your "mod”. Then you open the unreal frontend. You will need to create a list of maps to "cook". Cooking from my understanding prepares the map to be distributed. After your maps are cooked you will want to click "Package Game" this will start creating an installer "UTSetup.exe" and this is what you will distribute.
If I want publish my game to sell, how much I have to pay of license and how much per game I have to pay (royalties):
If you cannot afford the Unreal License and still want to publish your game you pay $99 up front to unreal then after you make your first $5000 usd you pay 25% of whatever you make. So if you make $10000 usd you pay unreal $2500 usd.
How do I package my game:
This is simple using the unreal frontend you cook the maps your game needs. This is done by creating a simple list in the form of a .txt file that contains each map name. Then press the make button to make sure everything is built. Finally click the package game button give your game a long and short name and the frontend will do the rest.
How do i enable DX10 in my games:
Open the UTGame/Config directory and open the UTEngine.ini file. Find the line AllowD3D10=False and change false to true.
How to get a bare install of UDK *no UT assets*:
This is simple download the stripped udk files from Mirror 1 (http://www.dl.deathtouchstudios.com/misc/UDKGame.zip) Mirror 2 (http://www.forecourse.com/UDKGame.zip)
Then go to your udk directory and delete the "Development and UTGame folder" Unzip the file you downloaded into your udk directory. Finally using the UnrealFrontend open the Editor. Unreal will then compile everything * this takes a lot of time* Once it’s complete you will have a bare install. [Credit to Allar]
Video Tutorials:
Youtube Video Channel: This contains many video tutorials specific to the UDK everything from scripting to level modeling. http://www.youtube.com/user/UDKBase
Wow the UDK community is really taking off. I've been jump from thread to thread trying to pick up as much info as I can. It's nice to have one convenient place for beginners to get their questioned answered.
Thanks wildicv.
twoflyingpigs
11-09-2009, 09:48 PM
Thanks wildicv. A informative FAQ is definitely what I need.
You are my hero!
Just what i need!
Thanks a lot!
EDIT: How do i cook the maps i made? o.o
Brexer
11-09-2009, 10:30 PM
You are my hero!
Just what i need!
Thanks a lot!
EDIT: How do i cook the maps i made? o.o
You do that using "UnrealFrontend.exe" in the UDK binaries directory.
Froyok
11-09-2009, 10:34 PM
Thanks for this ! ;)
You do that using "UnrealFrontend.exe" in the UDK binaries directory.
Yep, but when i make clic on "import map list" i dont see any map...
Masakari
11-10-2009, 12:15 AM
Yep, informative thread, some good info compiled here, thanks.
I give up u.u.
I cant make this thing work XD.
Somebody steal the maps!
http://img694.imageshack.us/gal.php?g=udk2009111002014545.png
BTW: Sticky!
MadGrenadier
11-10-2009, 12:35 AM
Wasn't it decided that DefaultProperties should be
DefaultProperties
{
}
not
DefaultProperties{
}
Otherwise it gets a silent error and doesn't read it?
Other then that, good call on the collected thread. Should definitely cut down on some of the simpler questions.
Allar
11-10-2009, 01:33 AM
I love you.
xcarface
11-10-2009, 01:39 AM
wildicv, do you know where I can find high resolution UDK logos to put on my splash screen? I tried google but I had no luck...
Thanks!
chrustec
11-10-2009, 07:05 AM
Maybe if we all ask the lads at Epic REALLY nicely they might release a media pack for modders and indie devs if they do not already have one floating around somewhere containing high res UDK/Epic/Unreal Engine logos we can use for our splash screens and sites :)
steph
11-10-2009, 07:35 AM
Thanks for the info!
wildicv
11-10-2009, 08:43 AM
For the udk logo i just cropped out the logo from the default splash.
Malan
11-10-2009, 08:59 AM
I'm still baffled why I still can't get a new blank project working in the editor, I've followed the tutorials, even this one which seemed the best one and my project isn't showing up in the content browser? I've followed the instructions here step by step, it builds my project and it even shows it loading when the editor is booting up, but it isn't showing up on the content page?
(Edit)
Okay it does seem to work, when I run a map in the editor it is blank, as in no game content, just a camera that can move around, I just thought the content browser was supposed to show you project?
wildicv
11-10-2009, 09:17 AM
You have to make a new package inside your editor. Open the Content Browser and click the "New" button then just name your package and press ok. You now have an empty package area. Then import your assets into the package folder.
I think we need to start collecting some of this info on a wiki.
Regarding third-person: there's a 'GameThirdPersonCamera.uc' file in '/Development/Src/GameFramework/Classes' that implements a lot of functionality. I'm currently digging through related files.
Regarding royalties: my understanding is that if you make $10,000 in total, the net fees will be $99 + ($5000*0.25) = $1349 since you don't pay anything on the first $5000. If you make $100,000 in total you would pay $99 + ($95,000*0.25) = $23,849.
wildicv
11-10-2009, 10:38 AM
Malan make sure you have created a map inside the editor to be used with your game. If you have a blank project *meaning you followed the instructions on this thread you wont see anything*.. Im going to make a video tutorial later on how to start a empty project.
wat2k
11-10-2009, 12:40 PM
Im going to make a video tutorial later on how to start a empty project.
Wow ... I love to watch that video. plssss make it today :o:o:o:o:o
G0rdon
11-10-2009, 01:34 PM
one thing i still don't know:
isn't it possible to make a new folder for assets,scripts,configs
like UTGame?
or do i need to use the UTGame folder for my game/mod?
i know its possible to edit ini files to load from different folders but this
would be better.
wildicv
11-10-2009, 04:48 PM
You would make it like any other directory. You would just need to point your UTGame.ini UTEngine.ini and UTEditor.ini to the correct location.
xcarface
11-11-2009, 01:03 AM
For the udk logo i just cropped out the logo from the default splash.
That would work for now. Hopefully the generous guys at Epic release an official package of UDK logos for us to use for the splash screen.
wat2k
11-11-2009, 01:48 AM
wildicv, Pleaseee... make vdo for us . I'm counting on you.
Sir_Brizz
11-11-2009, 01:50 AM
I think we need to start collecting some of this info on a wiki.
Good idea. There already is a widely accepted one :p
http://wiki.beyondunreal.com
We are certainly interested in suggestions to how to make Unreal Wiki more useful if it seems not useful right now.
xcarface
11-11-2009, 02:03 AM
Wildicv, you need to tell us how you learned all this stuff, I am itching to make a game but don't know how to even start. What websites/tutorials/books did you use?
thelaw
11-11-2009, 03:50 AM
I've followed the steps and got my game that extends GameInfo to compile but when I run the Game, it still loads UT3's game menu and asks me to pick a game type.
I was hoping that extending from GameInfo would leave me with a blank game that I can then start to build from the menu.
wildicv
11-11-2009, 08:56 AM
Wildicv, you need to tell us how you learned all this stuff, I am itching to make a game but don't know how to even start. What websites/tutorials/books did you use?
The way I’m learning is just reading the forums and trying to answer every question I see. The only way to learn when there’s little to no documentation is to poke around and try things.
Ok I finished making the video last night you can find the low-res and hi-res downloads at:
Tutorial Directory. (http://www.dl.deathtouchstudios.com/videotutorials/)
I’m also uploading the low-res to YouTube for those who don’t want to download the video. It’s being processed and I will update the Master Guide with the YouTube link when it’s done. I’ve also updated the master guide to include the links.If you like this video ill make more as i figure out things.
thelaw: make sure to edit your UTGame.ini and UTEditor.ini. Or the engine won't use your mod.
Crozz
11-11-2009, 09:34 AM
Thank you wildicv. This stuff is invaluable. I'd like to see more videos too :)
thelaw
11-11-2009, 09:34 AM
thelaw: make sure to edit your UTGame.ini and UTEditor.ini. Or the engine won't use your mod.
Do you mean UTGame.ini and UTEngine.ini, I had edited both of these and when I play in the editor I get a fly through camera but I get UT3 when I run the game.
It seems I also have to edit my DefaultGame.ini otherwise DefaultGame and DefaultServerGame are set back to UTGame.UTDeathmatch.
When I check my Launch.log the game being run is my custom game though I'm still getting UT3. I have to pass "dm-deck?game=HCWGame" to get it to work.
Thanks for the video tutorial, I'm downloading it, hope it helps me find my problem.
wat2k
11-11-2009, 10:27 AM
Thanks wildicv million times. Without this vdo, I don't know really know how to make a new game.
This vdo should be the master vdo tutorial. :D
Hope you will make more vdo, I love to see how to script a character controller please. :o
The way I’m learning is just reading the forums and trying to answer every question I see. The only way to learn when there’s little to no documentation is to poke around and try things.
Ok I finished making the video last night you can find the low-res and hi-res downloads at:
Tutorial Directory. (http://www.dl.deathtouchstudios.com/videotutorials/)
I’m also uploading the low-res to YouTube for those who don’t want to download the video. It’s being processed and I will update the Master Guide with the YouTube link when it’s done. I’ve also updated the master guide to include the links.If you like this video ill make more as i figure out things.
thelaw: make sure to edit your UTGame.ini and UTEditor.ini. Or the engine won't use your mod.
Thank You, now finaly all that UT Stuff are gone :D
jjobby
11-11-2009, 01:18 PM
How can I create infinite terrain and apply the sky in this engine? From what I've read in the tutorial, my only option is to create a very large interior and apply the material on it, right? :confused:
PS: Thanks for the video! It's really helpful. :)
steph
11-11-2009, 02:22 PM
Thanks for the effort!
wildicv
11-11-2009, 03:23 PM
How can I create infinite terrain and apply the sky in this engine? From what I've read in the tutorial, my only option is to create a very large interior and apply the material on it, right?
Ill look into it but hopefully someone who is a level designer pro would know how to do this if not ill look into it.
Thanks wildicv million times. Without this vdo, I don't know really know how to make a new game.This vdo should be the master vdo tutorial. Hope you will make more vdo, I love to see how to script a character controller please.
Do you mean as in controlling a character as in WASD movement etc. Can you be a little more specific?
Brexer
11-11-2009, 03:37 PM
How can I create infinite terrain...
Take a look here
http://udn.epicgames.com/Three/LevelStreamingHowTo.html
http://udn.epicgames.com/Three/LevelStreamingVolumes.html
wat2k
11-11-2009, 03:50 PM
Ill look into it but hopefully someone who is a level designer pro would know how to do this if not ill look into it.
Do you mean as in controlling a character as in WASD movement etc. Can you be a little more specific?
Yes ,some basic movement. How to code WASD movement and may be left mouse click to punch.
Thank you ,, (and sorry If I ask too much) :o
Loki Jam
11-11-2009, 05:11 PM
doesn't create the default character with a gun anymore, how do i fix this?
xcarface
11-11-2009, 05:34 PM
wildicv, thanks you so much for this video!!!! you rock!
xcarface
11-11-2009, 05:42 PM
Guys, I found this link floating in the forum---> http://www.icecreamyou.com/ut3#1
It has a really good compilation of different tutorials. Here is a list of the sections they talk about:
Introduction to Mapping: Theory, Technique, Time, Tips
The Basics
Lighting
Effects
Movement with Movers
Terrain
Item Placement and Advanced Bot Navigation
Kismet
Materials
Advanced Techniques
Beyond UnrealEd: External Content, UnrealScript, and Modding
Help and Resources
rhinox
11-11-2009, 05:57 PM
Hi all,
this is My first post here so I would like to welcome everybody.
Secondly i must say that the UDK is grate initiative for people interested in making there own unique title or just looking to experiment. Thank you EPIC.
Third, the lack of proper documentation is getting very quickly filled with you guys knowledge. For this thread and every other like it I would like to thank you. :)
NightRyder
11-11-2009, 07:19 PM
not sure if what I had here was correct. I'll edit again when I'm sure
Also: That is an awesome amount of info all in one place, but I think it needs a bit of formatting help. The [CODE] tags help, but I think there is enough for a table of contents. Or as one person said a wiki would be nice.
wildicv
11-11-2009, 09:09 PM
Hello everyone I have taken the video tut down because some people were unable to play the video as well has had choppy audio. I’m trying to make the process of learning the UDK as easy as possible so I will be re shooting the video as well has adding a bit to it may be a bit more in-depth on what were actually doing. I’m going to ask that no one mirror the old video as it is rushed and not to my liking. Thank you for your understanding.
Sir_Brizz
11-11-2009, 10:03 PM
Or as one person said a wiki would be nice.
Oh really?? http://wiki.beyondunreal.com
wektis
11-12-2009, 06:40 AM
Hi all,
wildicv I followed your initial tutorial with success until it came time to Package the Game, I am receiving the following errors after 15mins or so
Warning, [FinishCompiling] took [94.7094] s
Warning, [FinishCompiling] took [160.3538] s
Warning, [FinishCompiling] took [80.3527] s
Warning, [FinishCompiling] took [145.8821] s
Warning, [FinishCompiling] took [92.6309] s
Warning, [FinishCompiling] took [168.6726] s
Warning, [FinishCompiling] took [104.7781] s
Warning, [FinishCompiling] took [240.3308] s
Warning, [FinishCompiling] took [152.2182] s
Warning, [FinishCompiling] took [167.1789] s
etc etc
I was wondering if anyone had any ideas?
*EDIT* after a loooong wait came back with this
[COMMANDLET 'UnSetup.exe /GameSetup' FAILED] November 12, 9:53 PM
System.ComponentModel.Win32Exception: The directory name is invalid
at System.Diagnostics.Process.StartWithCreateProcess( ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at UnrealFrontend.Commandlet.Start(CommandletCategory Category, CommandletAction Action, String CmdLine, String CWD, Boolean bCreateNoWindow)
at UnrealFrontend.UnrealFrontendWindow.StartCommandle t(CommandletCategory Category, CommandletAction Action, String ExecutablePath, Object UserData)
Can't wait for your second tutorial to be done your doing awsome work!
Thanks.
Wek
NightRyder
11-12-2009, 08:16 AM
Or as one person said a wiki would be nice.
Oh really?? http://wiki.beyondunreal.com
Yea, pretty much. I suggest to use that in another thread.
wildicv
11-12-2009, 08:56 AM
Ok i reuploaded a much better video imo. I will be working on the next tutorial today.
InCharacter
11-12-2009, 09:59 AM
Thanks for putting this together wildicv!
Copper
11-12-2009, 07:14 PM
I'm also getting the same result as wetkis downloading the second video now to see if I have missed something.
Sir_Brizz
11-12-2009, 08:18 PM
Yea, pretty much. I suggest to use that in another thread.
High five!
Literati
11-13-2009, 05:36 PM
So were there going to be other videos, or did I miss the link?
BTW, good video. It sounded like you were standing 10 feet away from your mic though. I didn't know if that was the video or something on my end.
wildicv
11-14-2009, 10:55 AM
Yes there are going to be more videos I will be working on some this weekend. I was going to do them during these past few days but things came up. But Since I now know that it’s legal to use the ut scripts inside a commercial game. It makes things a whole lot easier. I am going to make a video version of hources tutorial along with another tutorial not sure what yet.
steph
11-14-2009, 10:57 AM
That's s good idea, it seams a few have problems redoing the tutorial.
Nysuatro
11-15-2009, 04:13 AM
Impressive contribution. Thank you very much?
Rosso
11-15-2009, 09:05 AM
Does anyone know how to 'attach' a light to a softbody? The 'attachment' works with staticmeshes/rigidbodys, but i cant get it working with softbodys. Iv tried trough materials, i managed to get a glow effect but i want to that it illuminates surfaces..
RJM74
11-15-2009, 01:06 PM
Nice video wildicv about setting up UDK, thankyou. :)
PS, awesome coloured desktop
wildicv
11-16-2009, 10:23 AM
Update:
Ok so here are the new video tutorials:
BareProject:
http://dl.deathtouchstudios.com/videotutorials/BareProjectTutorial/
Hourences Tutorial:
http://dl.deathtouchstudios.com/videotutorials/HourencesTutorial/
UnrealScript Series:
http://dl.deathtouchstudios.com/videotutorials/HourencesTutorial/
Please keep all UnrealScript Series questions in the UnrealScript Series Thread:
http://forums.epicgames.com/showthread.php?t=708162
Blade[UG]
11-16-2009, 02:51 PM
Is there an easy way somewhere to get rid of the entire UTGame folder? It doesn't look like it'll be easy, since the UDK exe automatically points to UTGame\Config\DefaultEngineUDK.ini as it's default.
Also, has anyone located an exact description of the INI files, what's where, who's what? This is not as messy as UT3, but it's still pretty messy.
wildicv
11-16-2009, 03:16 PM
Look at my bare project video tutorial i explain how to do it.
katana2665
11-16-2009, 03:40 PM
So maybe I'm overlooking something or i can't type correctly, but i keep getting this error...
http://img.photobucket.com/albums/v112/katana2665/error.png
And this is what I changed...Hopefully you can point me to my mistake.
Class main extends GameInfo;
DefaultProperties
{
}
ModEditPackages=Cogs
DefaultGame=Cogs.main
DefaultServerGame=Cogs.main
wildicv
11-16-2009, 07:33 PM
That error is just telling you that you didn't put your .uc files in the correct place. It’s a simple mistake just make sure your src files are in development/src/cogs/Classes/
katana2665
11-16-2009, 09:52 PM
That error is just telling you that you didn't put your .uc files in the correct place. It’s a simple mistake just make sure your src files are in development/src/cogs/Classes/
yes my doc 'main.uc' is in the classes folder. I was thinking, does it matter what i use to open it? I know you used visual studio, I tried open office and notepad...but i didn't think it would matter. I just reinstalled todays update so i'll try again tomorrow and give you an update. i didnt have any luck with the clean install package either, so i guess it's something I'm missing. Thanks for the help.
Blade[UG]
11-16-2009, 10:33 PM
make sure it's "main.uc" not "main.u"..
katana2665
11-16-2009, 10:35 PM
;26984865']make sure it's "main.uc" not "main.u"..
yes it is thanks.
Would be good to summarize and categorize all those tutorials within a thread, and make it sticky
Piranhi
11-18-2009, 02:03 PM
For some reason my game builds the project and places it here MyGame -> C:\Users\Chris\Documents\Visual Studio 2008\Projects\MyGame\MyGame\Unpublished\CookedPC\S cript\MyGame.u
How do I change it so it builds it in the right place?
Cheers
Kyben
11-22-2009, 12:36 PM
Hi all,
wildicv I followed your initial tutorial with success until it came time to Package the Game, I am receiving the following errors after 15mins or so
Warning, [FinishCompiling] took [94.7094] s
Warning, [FinishCompiling] took [160.3538] s
Warning, [FinishCompiling] took [80.3527] s
Warning, [FinishCompiling] took [145.8821] s
Warning, [FinishCompiling] took [92.6309] s
Warning, [FinishCompiling] took [168.6726] s
Warning, [FinishCompiling] took [104.7781] s
Warning, [FinishCompiling] took [240.3308] s
Warning, [FinishCompiling] took [152.2182] s
Warning, [FinishCompiling] took [167.1789] s
etc etc
I was wondering if anyone had any ideas?
*EDIT* after a loooong wait came back with this
[COMMANDLET 'UnSetup.exe /GameSetup' FAILED] November 12, 9:53 PM
System.ComponentModel.Win32Exception: The directory name is invalid
at System.Diagnostics.Process.StartWithCreateProcess( ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at UnrealFrontend.Commandlet.Start(CommandletCategory Category, CommandletAction Action, String CmdLine, String CWD, Boolean bCreateNoWindow)
at UnrealFrontend.UnrealFrontendWindow.StartCommandle t(CommandletCategory Category, CommandletAction Action, String ExecutablePath, Object UserData)
Can't wait for your second tutorial to be done your doing awsome work!
Thanks.
Wek
I'm having this same exact issue, did anyone find out how to fix it?
AreDub3D
11-30-2009, 07:16 PM
I'm using the bare UTGame and Development folders that are referred to in Wildicv's video tut, and I've gotten this to work with the EmptyRoom together with my own map.
But the packaged (and installed) exe starts up in the EmptyRoom instead of my own map. I am able to change to my own map my typing "switchlevel MapName" into the console. Of course, I don't want people to have to do this.
So when I try to remove the EmptyRoom.udk and change the references to it in UTEngine.ini to point to my own map, (and recook, etc.) the final packaged and installed exe always crashes. (The files cook, compile and package into the installer with no errors - I can also launch the cooked map just fine from FrontEnd).
I'm guessing there's something else that's looking for the EmptyRoom. Is there something else I need to change to get it to see my map? Any clue why the crashing?
LupoNero
12-01-2009, 12:19 PM
Hi all,
wildicv I followed your initial tutorial with success until it came time to Package the Game, I am receiving the following errors after 15mins or so
Warning, [FinishCompiling] took [94.7094] s
Warning, [FinishCompiling] took [160.3538] s
Warning, [FinishCompiling] took [80.3527] s
Warning, [FinishCompiling] took [145.8821] s
Warning, [FinishCompiling] took [92.6309] s
Warning, [FinishCompiling] took [168.6726] s
Warning, [FinishCompiling] took [104.7781] s
Warning, [FinishCompiling] took [240.3308] s
Warning, [FinishCompiling] took [152.2182] s
Warning, [FinishCompiling] took [167.1789] s
etc etc
I was wondering if anyone had any ideas?
*EDIT* after a loooong wait came back with this
[COMMANDLET 'UnSetup.exe /GameSetup' FAILED] November 12, 9:53 PM
System.ComponentModel.Win32Exception: The directory name is invalid
at System.Diagnostics.Process.StartWithCreateProcess( ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at UnrealFrontend.Commandlet.Start(CommandletCategory Category, CommandletAction Action, String CmdLine, String CWD, Boolean bCreateNoWindow)
at UnrealFrontend.UnrealFrontendWindow.StartCommandle t(CommandletCategory Category, CommandletAction Action, String ExecutablePath, Object UserData)
Can't wait for your second tutorial to be done your doing awsome work!
Thanks.
Wek
Ok, so according to my short experience, I got these
Warning, [FinishCompiling] took [94.7094] s
Warning, [FinishCompiling] took [160.3538] s
Warning, [FinishCompiling] took [80.3527] s
during cooking process (full recook) and that's fine, it takes a looot but it's working.
then I had the error
System.ComponentModel.Win32Exception: The directory name is invalid
just because I forgot the editor opened trying to package the game. Maybe if your editor is closed, you have some UDK process elsewhere.
E
LuckySeven
12-07-2009, 08:39 AM
I went through this a million times and it just keeps saying
Warning, Can't find files matching C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Development\Src\DeathTouch \Classes\*.uc
Warning/Error Summary
---------------------
Warning, Can't find files matching C:\UDK\UDK-2009-11\Binaries\Win32\..\..\Development\Src\DeathTouch \Classes\*.uc
I went through it all all the folders are in the same place as the video tutorial and the "main.uc" file is in the classes folder its all down to the last word and it still says
LuckySeven
12-07-2009, 02:24 PM
Ok i figured it out..... when i saw another main.uc file it actually said the file type was "UC File" under file type then when i looked at mine it was still saying it was a text file for some reason so i just opened up the main.uc file and "saved as" main.uc and that decided to actually save it as a .uc file type..... anyway i hope that helps the people that had the same problem as me ^^
_h2o_
12-18-2009, 12:16 PM
How to get a bare install of UDK *no UT assets*:
i try it in UDK-2009-12 and have a problem((
when i start editor from fronted:
Log: Log file open, 12/18/09 20:15:08
Init: Version: 6094
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 10 2009 13:30:04
Init: Changelist: 422614
Init: Command line: editor -norc -Exec=UnrealFrontend_TmpExec.txt -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK. ini
Init: Base directory: C:\UDK\UDK-2009-12\Binaries\Win32\
Init: Character set: Unicode
Init: Computer: NEW
Init: User:
Init: CPU Page size=4096, Processors=2
Init: High frequency timer resolution =3.579545 MHz
Init: Memory total: Physical=2.0GB Pagefile=3.8GB Virtual=2.0GB
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am new (192.168.1.100:0)
Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
Init: Object subsystem initialized
Log: Last hardware survey: Ver=-1, Date=0. Uploading again.
Log: Successfully upload UDK hardware survey to http://udkprofiler.epicgames.com/PostUDKSurveyHandler.ashx in 3.36 seconds.
Log: Initializing FaceFX...
Log: FaceFX initialized:
Log: version : 1.7.3.1
Log: licensee: Unreal Engine 3 Licensee
Log: project : Unreal Engine 3 Project
Init: Version: 6094
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 10 2009 13:28:13
Init: Command line: -norc -Exec=UnrealFrontend_TmpExec.txt -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK. ini
Init: Base directory: C:\UDK\UDK-2009-12\Binaries\Win32\
Init: Character set: Unicode
Log: Executing Class UnrealEd.MakeCommandlet
Init: UEngine initialized
Heading: --------------------Core - Release--------------------
Log: New File, Existing Package (Package Package_0, Package Core)
Log: Loading global macros for Core
Heading: --------------------Engine - Release--------------------
Log: New File, Existing Package (Package Package_1, Package Engine)
Log: === Critical error: ===
Fatal error!
System.AccessViolationException error in UDK:
>?KB:0 GB5=8O 8;8 70?8A8 2 70I8I5==CN ?0<OBL. -B> G0AB> A2845B5;LAB2C5B > B><, GB> 4@C30O ?0<OBL ?>2@5645=0.
2 GuardedMain(Char* , HINSTANCE__* , HINSTANCE__* , Int32 )
2 ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)Address = 0x14e82c6 (filename not found)
then i start compile:
Log: Log file open, 12/18/09 20:20:45
Init: Version: 6094
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 10 2009 13:30:04
Init: Changelist: 422614
Init: Command line: make -full -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK. ini
Init: Base directory: C:\UDK\UDK-2009-12\Binaries\Win32\
Init: Character set: Unicode
Init: Computer: NEW
Init: User:
Init: CPU Page size=4096, Processors=2
Init: High frequency timer resolution =3.579545 MHz
Init: Memory total: Physical=2.0GB Pagefile=3.8GB Virtual=2.0GB
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am new (192.168.1.100:0)
Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
Init: Object subsystem initialized
Log: Initializing FaceFX...
Log: FaceFX initialized:
Log: version : 1.7.3.1
Log: licensee: Unreal Engine 3 Licensee
Log: project : Unreal Engine 3 Project
Init: Version: 6094
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 10 2009 13:28:13
Init: Command line: -full -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK. ini
Init: Base directory: C:\UDK\UDK-2009-12\Binaries\Win32\
Init: Character set: Unicode
Log: Executing Class UnrealEd.MakeCommandlet
Init: UEngine initialized
Heading: --------------------Core - Release--------------------
Log: Analyzing...
Log: Loading global macros for Core
Log: Success: Compiled 2861 line(s), 455 statement(s).
Log: Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-12\Binaries\Win32\..\..\UTGame\Script\Core.u'
Log: Save=25.789311
Log: Moving '..\..\UTGame\Script\Save.tmp' to '..\..\UTGame\Script\Core.u'
Heading: --------------------Engine - Release--------------------
Log: Analyzing...
Log: Loading global macros for Engine
Log: Undefining macro 'INCLUDE_GAME_STATS' at line 13
Log: === Critical error: ===
Fatal error!
System.AccessViolationException error in UDK:
>?KB:0 GB5=8O 8;8 70?8A8 2 70I8I5==CN ?0<OBL. -B> G0AB> A2845B5;LAB2C5B > B><, GB> 4@C30O ?0<OBL ?>2@5645=0.
2 GuardedMain(Char* , HINSTANCE__* , HINSTANCE__* , Int32 )
2 ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)Address = 0x14e82c6 (filename not found)
what to do to solve the problem?
Blade[UG]
12-18-2009, 01:37 PM
hmm.. yeah, i did notice when i first ran the new ver of udk, it did recompile the Engine and other included packages, for no obvious reason
_h2o_
12-18-2009, 01:53 PM
it works on UDK-2009-11-2. but, how to get a bare install of UDK on UDK-2009-12? who can fix problem?
DaemonXR
01-09-2010, 08:44 AM
it works on UDK-2009-11-2. but, how to get a bare install of UDK on UDK-2009-12? who can fix problem?
Wow on that! You wanna tell that it is difference in those to versions regarded setting up environment?
I dnlded UDK-2009-12 last night and preparing to install it.
Darkshowdo
01-19-2010, 09:57 PM
Does anyone know how to not get the UT3 maps not to show in the map section when complied,
and also how can i show my maps there?
Thank you ^^
wildicv
01-21-2010, 06:51 PM
Alright guys im back from a long break.. Had things going on that were preventing me from helping out. Ive noticed alot of the issues with my tutorials are because they are using a old version of the udk. So i will address things.
bdavidson1030
01-21-2010, 07:16 PM
Im having trouble with the actual Isometric test map. I have it in the right folder (\UTGame\Content\maps) but im getting this error when I run the map after I build:
http://imgur.com/xi6lY.png
I also tried to open up the map in the editor but it crashed.
My best guess is that failing to have the .NET framework caused this but im pretty sure that the problem im having here is unrelated to .NET. Here is my
build output
------ Build started: Project: MyIsometricGame, Configuration: Debug Win32 ------
Could not locate the .NET Framework SDK. The task is looking for the path to the .NET Framework SDK at the location specified in the SDKInstallRootv2.0 value of the registry key HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\.NETFramewor k. You may be able to solve the problem by doing one of the following: 1.) Install the .NET Framework SDK. 2.) Manually set the above registry key to the correct location.
MyIsometricGame -> G:\Games\UDK\Development\Src\Unpublished\CookedPC\ Script\MyIsometricGame.u
========== Build: 1 succeeded or up-to-date, 0 failed, 0 skipped ==========
Hillvith
01-28-2010, 08:03 AM
Its really really very nice tutorials for starters. Thx a lot
phale
01-28-2010, 09:00 PM
the striped version of UDk seems to not be working with the updated versions of UDK. I'd assume its due to them adding and changing the source, which looks like it could be realy problematic for modders and game makers if the engine source they're using is constantly modified and goes unnoticed or breaks a vital part of their projects.
This is most likely not the case, but it should not be the communities job to get a UTGame'less version of UDK that is capable of a stand alone game. It feels adventurous trolling through configs and UT extend hierarchies to find what can be left out, but please Epic, stop relasing UDK updates with 900 mb of half assed game content that is only really useful for testing editor features.
Is it at all possible for future UDK releases without UTGame as the required settings? Just a base Engine that can be expanded off. I'd love to see 2 versions of UDK. One with UTGame content, and one very generic, Engine only build that would save a lot of headaches for people learning UDK that dont want to be dependent on UTGame content and scripts.
Exetus
06-15-2010, 12:20 AM
You don't NEED to depend on the UT Content, you by choice do. Extend from GameInfo, etc instead of UTGame. The UT examples don't compile into your game in the end if you don't use them.
Plus UDK itself still in beta as they and us learn what is needed versus not needed. Otherwise pick a month build and keep at it on only that build.
NikSha
06-15-2010, 01:30 AM
Personally I have done away with creating custom game folders and stuff for every build. Instead I am working on level design and Kismet based gameplay which won't mess up my migration to new version releases.
Also, I DO agree that Epic should make it easier for Indie developers to setup their game folder so we don't have to go around editing original files.
But then again, it's still in beta..
twopounder
07-12-2010, 03:51 PM
utgame.ini doesn't seem to exist in the more recent build. I also haven't seen a tutorial or change log that suggests a different method for building a separate project. Am I missing something?
Exetus
07-12-2010, 10:48 PM
Well I think they are slowly porting things to udkgame.ini
I have to check on the newest revision
Blade[UG]
07-13-2010, 02:37 AM
one might figure that since all the config files and data folders are now prefixed with "UDK" rather than "UT", that the appropriate config file might be called UDKGame rather than UTGame?
twopounder
07-13-2010, 01:43 PM
So then a comment like this is obsolete, obviously, but I don't see how I could perform the same task with UDKGame:
Delete UTGame.ini so it will create a new one based on your modified DefaultGame.ini.
Honestly, I'm getting pretty tired of the tutorials being outdated by the end of the month because of changes made within UDK. Maybe it's just me, but I like the added content, but not the shuffling of vital files and bits of code. :confused:
taz1004
07-13-2010, 02:16 PM
So then a comment like this is obsolete, obviously, but I don't see how I could perform the same task with UDKGame:
They changed the prefix from UT to UDK. So the obvious thing here is to delete UDKGame.ini
It really is not hard to keep up to date. If that is hard... well I don't know how you would cope with rest of the development process.
Blade[UG]
07-14-2010, 02:09 AM
So then a comment like this is obsolete, obviously, but I don't see how I could perform the same task with UDKGame:
Honestly, I'm getting pretty tired of the tutorials being outdated by the end of the month because of changes made within UDK. Maybe it's just me, but I like the added content, but not the shuffling of vital files and bits of code. :confused:
so, don't update. Epic is changing things to better fit OUR needs instead of THEIR needs.
Szeth
07-22-2010, 05:47 AM
I´d like to follow the steps of the tutorial, but where I have to change the UTEnginge.ini, I hhave the following problems. Instead of the UTEngine.ini there is UDKEngine.ini and DefaultEngine.ini In none of them is the line ";ModEditPackage=", which should be changed to "ModEditPackage=MyMod"
Does anybody know the updated process to setup a custom game with the newer versions of UDK (in my case June 2010)?
Blade[UG]
07-22-2010, 06:00 AM
yeah Add the line. If you want to make games, you're going to have to learn to try to figure out what might be a good idea, and try them from there to see what happens. :)
In the defaultengine.ini file. Mine, the July build looks likes this:
[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent
+EditPackages=CastleGame
+EditPackages=Cyguard
The other builds had the EditMyMod where Cyguard is now. It works thats where you'd probably want to set it up. If you put something in wrong, I'm sure Frontend will let ya know.:D
RhinoMatte
07-22-2010, 10:25 AM
I´d like to follow the steps of the tutorial, but where I have to change the UTEnginge.ini, I hhave the following problems. Instead of the UTEngine.ini there is UDKEngine.ini and DefaultEngine.ini In none of them is the line ";ModEditPackage=", which should be changed to "ModEditPackage=MyMod"
Does anybody know the updated process to setup a custom game with the newer versions of UDK (in my case June 2010)?
You can add the line and it will work. As long as you put it in the right place, of course.
Szeth
07-22-2010, 11:17 AM
at first: thanks for the hints!
i did everyting like discribed, with MyMod replaced by vmall.
but now, when we press the Make-buton, we get this message at the end:
Analyzing...
Scripts successfully compiled - saving package 'C:\UDK\UDK-2010-06\Binaries\Win32\..\..\UDKGame\Script\vmall.u'
--------------------vmall - Release--------------------
Error, Could not load existing package file '..\..\UDKGame\Script\vmall.u'. Check the log file for more information.
Compile aborted due to errors.
Warning/Error Summary
---------------------
Error, Could not load existing package file '..\..\UDKGame\Script\vmall.u'. Check the log file for more information.
Failure - 1 error(s), 0 warning(s)
Execution of commandlet took: 4.74 seconds
[COMMANDLET 'UDK.exe make' FAILED] Juli 22, 5:12
wher would this logfile be, or does anyone already know what to do in this case?
thanks for every help. we´re starting to get little desperate in this, as we are trying the whole day already to setup our own game :(
and sry fpor my probable bad english :/
mikesdk
07-22-2010, 02:32 PM
Was your editor running when you tried to make? If so then that is your problem. You cannot have any Unreal program running except the frontend, or your compile will fail.
As for the log files, they're stored in your UDK\Binaries\Logs folder.
Aappleyard
11-24-2010, 05:03 PM
I have a few Issues. I am assuming that this setup leaves the game if packaged without an acutaly character to walk around as. I packaged my game using this setup and I run it and all I can play as is a floating camera even tho i have a 3rd person simple camera attachment setup in the editor. I need some guidance! xD
1. When i test the game in Frontend before packaging it, the camera is just floating and there is no character to play as.
2. When i package the game it runs like a DeathMatch game.. I want a setup which Is just a character spawns and you walk around. No Deathmatch or 3 second wait to sapawn stuff. I dunno. I need some help hehe..
Nevermind. i fixed it. Hehe Was having a panic attack overr this haha xD!
lsc9x
11-29-2010, 07:04 AM
Great Guide! This is exactly what I needed, but could always use some more of this from Epic.
Do you know if Epic is going to be covering more of this in their upcoming "Mastering UDK III"????
lsc9x
11-29-2010, 03:28 PM
Ok, so I followed these instructions to the letter and the game did compile, cook and package correctly (MANY thanks!), however, I do have a couple of concerns:
On the line where you say to edit the line
;ModEditPackages=
in the UDKengine.ini file (formerly UTengine.ini), I could not locate this line so I couldn't edit it, and since this line seems to point to custom packages for my game, this seems pretty critical to building a custom game!!!
Has the implementation of this line changed since UTedit has become UDKedit?
Should I worry about this?
Any response appreciated. Thanks!
Blade[UG]
11-30-2010, 12:19 AM
Add that to the appropriate section in DefaultEngine.ini, or it may have been moved backwards to DefaultEngineUDK.ini
NikSha
12-02-2010, 05:18 AM
Ok, so I followed these instructions to the letter and the game did compile, cook and package correctly (MANY thanks!), however, I do have a couple of concerns:
On the line where you say to edit the line
;ModEditPackages=
in the UDKengine.ini file (formerly UTengine.ini), I could not locate this line so I couldn't edit it, and since this line seems to point to custom packages for my game, this seems pretty critical to building a custom game!!!
Has the implementation of this line changed since UTedit has become UDKedit?
Should I worry about this?
Any response appreciated. Thanks!
-----------------
DefaultEngine.ini
-----------------
[UnrealEd.EditorEngine]
; -- At the end of all other packages
+ModEditPackages=MyGameIsNotAMod
Lisethinew
02-01-2011, 10:24 AM
Great Guide! This is exactly what I needed, but could always use some more of this from Epic.
Do you know if Epic is going to be covering more of this in their upcoming "Mastering UDK III"????
Do you mean Mastering Unreal Technology book III? because I'm sorry to say that's been cancelled for quite a while - don't believe amazon's lies. :)
Exetus
02-01-2011, 01:38 PM
You can add the line and it will work. As long as you put it in the right place, of course.
Actually Quite more simple is to stop relying on the ModEdit Line and just use the package like I did
[UnrealEd.EditorEngine]
+EditPackages=UTGame
+EditPackages=UTGameContent
+EditPackages=GameName
That works spectacularly, plus makes it not look like you are building a mod.
VeereK
05-18-2011, 09:10 AM
Hey, how do I create a new mod with the newest May 2011 release of UDK? I can't find UTGame and there is no "Make" option in FrontEnd. Could someone please help me?
ffejnosliw
05-18-2011, 11:15 AM
BasicGameQuickStart
tigerija
05-24-2011, 11:33 AM
Hello,
We're having some issues with deployment; setting new empty project. Something is not working properly.
Could someone give us a hand please?
tigerija
05-25-2011, 08:38 AM
Anyone can help on this?
JessieG
05-27-2011, 05:01 PM
I wish there were better tutorials out there that didn't involve the files with "UT" in the beginning. I'm completely lost on how to set up a new game from scratch in the newer builds of UDK. :( I want to make a simple first person game without the UT menus and stuff but I'm at a complete loss as to where to start from.
ffejnosliw
05-27-2011, 05:02 PM
I wish there were better tutorials out there that didn't involve the files with "UT" in the beginning. I'm completely lost on how to set up a new game from scratch in the newer builds of UDK. :( I want to make a simple first person game without the UT menus and stuff but I'm at a complete loss as to where to start from.
Direct your attention to my last post:
BasicGameQuickStart
JessieG
05-27-2011, 05:27 PM
Direct your attention to my last post:
Well I've gone through that and the links it provides, but it is really unclear to me what files I need to create (names, filetype, etc.) and what files the engine itself will make when compiled.
I'm completely new to UDK so this whole process is a bit overwhelming when it's explained as though I have more experience. I'll look into it and mess with the files and if I mess up the editor I could always uninstall and reinstall to get the original files back.
ffejnosliw
05-27-2011, 05:38 PM
UnrealScritp files are text files that are always named the same as the class they are defining and have the .uc extension. So if you are creating a class named MyPlayerController, the file will be named MyPlayerController.uc.
You need to create all the UnrealScript files for any classes you wish to add. When you compile, the engine creates a .u script package file that contains all the compiled scripts. Those files are found in the UDKGame\Script (or MobileGame\Script) directory.
JessieG
05-27-2011, 11:36 PM
UnrealScritp files are text files that are always named the same as the class they are defining and have the .uc extension. So if you are creating a class named MyPlayerController, the file will be named MyPlayerController.uc.
You need to create all the UnrealScript files for any classes you wish to add. When you compile, the engine creates a .u script package file that contains all the compiled scripts. Those files are found in the UDKGame\Script (or MobileGame\Script) directory.
Hmmm, ok so in that link whenever a class is mentioned, I basically just copy/paste the code shown into a text file and save as .uc? Ok that makes sense. I tried a few different things and didn't know which files to change that are already in the engine. (I've seen so many references to UTGame files when I have none in my version of UDK. I'll give it a shot tomorrow when I have more time.
Sorry for the frustration. I'm not really a programmer (I've dabbled in C# but never got into C++, let alone Unreal Script) so it's a little frustrating to try and nail down some of the terms and everything associated with the scripting side of the engine. Even though my focus is the art aspect, I still want to learn what I can in regards to scripting to maximize my potential for independent projects.
If only Epic included a file-> new game button lol.
ffejnosliw
05-28-2011, 12:01 AM
Yes, you basically want to put the code into text files and make sure you save them with the right name and extension and in the correct location, etc. You can change the names of the classes (and thus the names of the files) if you want. Those are just examples.
You should not ever be modifying any UnrealScript files that come with UDK. Only in very isolated and specific circumstances would that be necessary or warranted, and only if you really know what it is you are doing.
You may be modifying config files (.ini files). That is perfectly ok.
mightyenigma
09-03-2011, 06:49 PM
How can I create infinite terrain and apply the sky in this engine? From what I've read in the tutorial, my only option is to create a very large interior and apply the material on it, right? :confused:
PS: Thanks for the video! It's really helpful. :)
There's no way to have infinite terrain without infinite memory.
But there are many games from the 90s such as Magic Carpet and HellBender which featured terrain that wrapped around as if on the surface of a donut or torus. Also Final Fantasy and Xenogears come to mind for that sort of map where you can fly straight in one direction forever because it wraps around.
I've attempted to accomplish this by the use of portals, but I can only get it to look right going two directions. If all 4 sides of a square map wrap, the portal views get flipped or something. However wraparound travel works just fine!
To get wraparound terrain like those games from the 90s, you'd probably need a full license so you can modify the Unreal Engine source code. Too many things in the UDK depend on the design assumption of the world having boundaries, rather than wrapping around, and one of those things is the engine itself.
mightyenigma
09-03-2011, 07:03 PM
For those wishing for a Wiki, try UDK central
Dryson
02-08-2012, 04:50 PM
Is there a PDF File available for download? Not everyone is able to be connected to the Interent 24/7.
UDK_lover
04-02-2012, 01:50 PM
If you cannot afford the Unreal License and still want to publish your game you pay $99 up front to unreal then after you make your first $5000 usd you pay 25% of whatever you make. So if you make $10000 usd you pay unreal $2500 usd.
It's actually 50,000$ US. So you pay 99$ and you keep 100% of the profit until you reach 50,000$ and when you do, for every dollar you make after that, you give 0,25 cents to UDK.
If you make 35,578.89$, you keep it all. If you make 64,560.50$ you keep 50,000$ and you give 25% of the rest to UDK, So you have 50,000$ + 75% of 14,560.50 and UDK gets 25% of 14,560.50
Hamisch
11-17-2012, 09:54 AM
wtf "Now Open UTGame.ini which is inside the UTGame/Config directory." ??? I've only got a folder called UTGame in my UT3 Directory but not in my UDK directory, and even in the UT3 directory there is not an .ini file called UTGame... so that's the third tutorial I've read to set up a simple game mode but the other two don't told me to edit "UTGame.ini" in a "UTGame folder".. They just told me to edit "DefaultEngine.ini" and "DefaultGame.ini"... My custom GameMode already shows up and my custom map with its custom map prefix works so far, but something is not alright, ingame I've got no hud, no weapons, camera animations doesnt work properly and bots dont spawn.. triggers, sounds, rigid body physics and so on work fine.. in UEditor everything is working perfectly.. I dont got "GameInfo" extension in my main class file but "UTGame" extension.. may that be the problem? when I extend "GameInfo" some errors show up and it work even worse than UTGame.. already tried to set bDelayedStart=false but thats not a solution to my problem ^^ dont know whats wrong, already trying to find a solution for a few days..
thommie
11-17-2012, 10:43 AM
this is an old tutorial, like the other ones you are following. the ini files are now located in UDKGame/Config. if the tutorial requires you exted UTGame, then it is best not to change that, else you might end up with things not working properly.
geodav
11-17-2012, 12:23 PM
@Hamisch goto my youtube channel for an uptodate tutorials, if you still have problems then give me a shout on my support thread
Lateris
04-17-2013, 04:39 PM
Ty for this thread. It absolutely pushed me in the right direction.
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