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SeanO'Connor
01-22-2011, 03:33 AM
This is a stripped down version of the UDK. All UT3 assets and code have been removed, only the absolute minimum required to run remains. The blank install, as provided, will NOT function properly at first; you must enter your own details in the config files before it can run. This is intended for people who already know their way around the config files, but hopefully everyone will be able to follow these instructions. I made this for myself, and I figured others might have a use for it. Yes, I am well aware something like this was made long ago, but it has been incompatible for awhile now.

IMPORTANT: Since November 2011, when Scaleform4 support was added, CLIK assets are not included with the blank install. The file size increased too much as a result of having both AS2 and AS3 assets, so they were removed and must be taken from the official install. This means that you no longer delete the Development folder entirely, only the Src folder.

Here is the exact process to use to avoid any errors:
-Install a fresh copy of the official UDK that matches the same month as the blank install.
-Within that new installation, delete the Development/Src and UDKGame folders and everything in them.
-Copy and paste the Src and UDKGame folders from the blank install.
-Fill out the config files with your data--open DefaultEngine.ini (for mobile open MobileEngine.ini as well) and DefaultGame.ini and use the information below to search and replace.
-Do a full recompile using the command line command: UDK.exe make -full.
-Start the editor with the -log argument to monitor if everything worked correctly.

The changes you need to make are in DefaultEngine.ini and DefaultGame.ini, use search and replace on the following to make this go much faster. All of the placeholders are in caps with underscores to help differentiate from official Epic comments:


YOUR_MAP_NAME: the name of your map for this particular category.

YOUR_GAME_NAME: the name of your game.

YOUR_GAME_NAME_SHORT: two letter abbreviation for your game.

YOUR_GAME_PACKAGE: the name of the folder in Src where the source code for your game is stored.

YOUR_POSTPROCESS_CHAIN: the path to your default PostProcessChain (get it from the content browser). It will work without one, but remember to add it later.

YOUR_GAMEINFO_CLASS: the entry class for your game that usually derives from GameInfo.

YOUR_PLAYERCONTROLLER: your player controller class.

YOUR_MAP_PREFIX: the gametype prefix for your map.

YOUR_DATASTORECLIENTS: the list of all the DataStoreClients--useful for storing data between map loads

After making all of edits, as mentioned above, do a full recompile from the command line or FrontEnd. After that, start the editor and sit there (yes you must) while it recompiles the shaders. I have tested it and everything appears to work, but if you run into something please let me know. Also, I will try to keep the blank install updated if I have the time.

Current Blank Install (Updated 29|11|2011):
http://www.mediafire.com/?1nv9wzrohzyhc8q


Blank Install Archive:
October 2011: http://www.mediafire.com/?5ap2b38xpqu4cth
September 2011: http://www.mediafire.com/?a6ck1depy59k1aq
August 2011: http://www.mediafire.com/?qzh5htd2f5dxb5y
July 2011: http://www.mediafire.com/?56hvd6a685cyxd5
June 2011: http://www.mediafire.com/?o1dxjwsk0docb0v
May 2011: PC: http://www.mediafire.com/?bfi386glpoix63e Mobile: http://www.mediafire.com/?d2jqp3bu2b31rvs
Jan2011-April2011 were hosted on my server before it died--perhaps some day they will be rebuilt and reuploaded (if anyone needs a specific one immediately send me a PM);

jasonmei
01-22-2011, 10:37 AM
Thanks! I'm running out of disk space, a slim version of UDK helps a lot!

mikesdk
01-22-2011, 11:01 AM
Nice form Sean! I've been trying to wrap my head around this for a while but always came up short with UDK crashing on startup.

Blade[UG]
01-23-2011, 01:47 AM
It is rather annoying, that there is a dependency on there being a UTGame.u script file, isn't it..

Zipstacrack
01-23-2011, 02:54 AM
Anyway to get this working on December release? So I don't have to download the extra gig?

Blade[UG]
01-23-2011, 04:45 AM
basically: configure your INI files, make sure that you set them all up to not have any references to UTGame and UTGameContent, except for EditPackages=UTGame. Remove the UTGameContent folder in Development\Src, delete all files in Development\Src\UTGame\Classes except for 1 (it doesn't matter what one, it just needs a class in there to compile). Start deleting things in UDKGame\Content. You'll probably need to keep the small empty maps and the UI fonts, maybe some other things as well.

SeanO'Connor
01-23-2011, 05:47 AM
;27883012']It is rather annoying, that there is a dependency on there being a UTGame.u script file, isn't it..

Very much so. I tried many times to remove the reference to the UTGame package, but to no avail. I suppose one could leave a dummy UTGame.u and then delete the reference and the source files, as I noticed compiled scripts are not removed even if their package is no longer referenced. If it were to be deleted, it would not be too bad to save out another blank UTGame.u from Notepad. This is all assuming it does not rely on any actual code in there and only needs a file of that name.

EDIT: Ok, after testing it, it appears that the above is partially true. It not only must have UTGame.u, but also UTEditor.u. They cannot be blank files saved out from Notepad, as the engine will complain they contain unreadable data. However, with real compiled UTGame.u and UTEditor.u files, both the reference and the source can be removed for UTGame and UTEditor.

EDIT2: The blank install has been updated to reflect the new findings. You should now be able to complete an entire project without seeing UT anything, even during compilation. UTGame.u and UTEditor.u have been moved to the DO_NOT_DELETE folder in scripts.
I would like to now work on stripping the mobile content; however, I do not have a mobile device to properly test the result. I imagine it all works the same way, but I am still really unfamiliar with the differences between mobile and pc.


Nice form Sean! I've been trying to wrap my head around this for a while but always came up short with UDK crashing on startup.


Thanks! I'm running out of disk space, a slim version of UDK helps a lot!
No problem, glad it can be of use.

SeanO'Connor
01-30-2011, 06:06 AM
The file size is now cut in half after removing some of the Flash source assets. Also, UDKFonts has been added back to the blank install. I realize now this should not have been removed for the sake of Scaleform.

In case you want the full Flash source again, be sure to get it here: http://udn.epicgames.com/Three/Scaleform.html#UDK%20Example%20UI%20Files

nsx_nawe
01-31-2011, 11:52 AM
Hi there!; this looks very useful,

I have a newbie question:
- What would you recommend to a person who has done No coding whatsoever (In unrealscript that is, I work with Java for blackberry/android in my dayjob), would you recommend to start using this stripped down version of UDK to learn from the basic framework and not get distracted, carried away with all the UT classes, OR to have the full udk with every class because you think that might be more useful?

shellc0de
01-31-2011, 03:35 PM
At least me, I learn from examples, all the UT assets and code really help me out when I'm developing things, I'll use this as a 'portable' udk on a flash drive or whatever, but terrabyte hard drives are cheap, I have the last 7 versions of udk installed in full...

But for you nsx_nawe I would definately get the full version of udk, at least an older one if you don't have room for the latest.

SeanO'Connor
01-31-2011, 04:48 PM
Hi there!; this looks very useful,

I have a newbie question:
- What would you recommend to a person who has done No coding whatsoever (In unrealscript that is, I work with Java for blackberry/android in my dayjob), would you recommend to start using this stripped down version of UDK to learn from the basic framework and not get distracted, carried away with all the UT classes, OR to have the full udk with every class because you think that might be more useful?

I always keep a default UDK install in a separate backup folder, then a working blank install for my game. It costs more hard drive space, but this way I can always refer to the UT code if I need to. This is also great if you completely ruin a config file or core class and want the default back quickly.

UnrealScript is very similar to Java, so you should do well.

Geta-Ve
02-10-2011, 07:59 PM
Hey Sean,

You have done a fantastic job on the blank install for the PC side of things. I noticed you mentioned wanting to cut down the mobile version as well. Has there been any update to this?

Thanks!

SeanO'Connor
02-10-2011, 09:01 PM
I am still a bit uneasy about doing it without a mobile device to test it on, but I suppose it is safe to assume there will not be problems if it runs fine on PC. Most likely, I will have a mobile version made when the February build of the UDK comes around.

Geta-Ve
02-10-2011, 09:52 PM
Very cool.

Not sure what your testing process requires, and I am still extremely new at this whole UDK thing, but I could help test if you like?

:P

Thanks Sean!

SeanO'Connor
02-15-2011, 02:27 AM
Well the mobile version is uploaded now, along with the blank install for Feb 2011. The mobile version appears to work, but beware I do not have a mobile device to test it on. If you have issues, tell me and send me your log files. Also, a question to those of you involved in mobile development: can Scaleform be used on mobile? I ask because I wonder if getting rid of the CLIK widgets was a good idea for the mobile version.

mux85
05-14-2011, 03:27 AM
Hi Sean, are you going to release a blank version of UDK May or future versions?
Thanks

SeanO'Connor
05-14-2011, 04:25 PM
Funny you should ask that. I am in the process of doing exactly that for the May version. I meant to do March and April, but my project and school took a toll. I will get on it and have it finished within the next few hours.

TheAgent
05-14-2011, 07:07 PM
This strip installs are pretty useful

Froyok
05-14-2011, 11:01 PM
It's normal that your links in the first post are down ?
I just found your thread and I very interested by tour work.

And it's possible to use your work for the February beta with march beta ?

SeanO'Connor
05-14-2011, 11:24 PM
The links were down because I was updating them to the new May 2011 version. That being said, you should be able to use the May blank install now. You might be able to use older blank installs on newer UDK builds, but there is a possibility it will crash. This happened to me when I transfered my project over to the March build. There is no telling what Epic might do under the radar for each build, and this was case when the old February UTGame.u and UTEditor.u were no longer compatible. It did not matter what the code inside was, but something about the .U format itself, so they had to be recompiled. Also, there are certain required UDK packages (like SoundClassesAndModes) that Epic might make small changes to.

As a result of all this, I take no chances and rebuild each blank install from a fresh install of the current build.

mux85
05-15-2011, 04:03 AM
Thanks Sean :)

Froyok
05-15-2011, 09:35 AM
The links were down because I was updating them to the new May 2011 version. That being said, you should be able to use the May blank install now. You might be able to use older blank installs on newer UDK builds, but there is a possibility it will crash. This happened to me when I transfered my project over to the March build. There is no telling what Epic might do under the radar for each build, and this was case when the old February UTGame.u and UTEditor.u were no longer compatible. It did not matter what the code inside was, but something about the .U format itself, so they had to be recompiled. Also, there are certain required UDK packages (like SoundClassesAndModes) that Epic might make small changes to.

As a result of all this, I take no chances and rebuild each blank install from a fresh install of the current build.

Thank you for the informations, I will try do this "blank" installation by myself in this case. ;)

mux85
05-18-2011, 04:36 AM
Sean, do you have any tips on how to remove dependencies from UT classes from my code? In particular I'm having problem with UTWeapon, UTPawn, UTBot. Inheriting from the UDK* equivalent classes nothing works anymore. Thanks

SeanO'Connor
05-20-2011, 03:02 PM
Sean, do you have any tips on how to remove dependencies from UT classes from my code? In particular I'm having problem with UTWeapon, UTPawn, UTBot. Inheriting from the UDK* equivalent classes nothing works anymore. Thanks

Are you using this blank install? If so, it is impossible to reference anything UT since it no longer exists. That being said, it should be possible to extend from anything above UT (the UDK base classes). Open up your GameInfo class, which should extend UDKGame or above, and look for this line in the defaultproperties and change it to your pawn:
DefaultPawnClass=class'UTGame.UTPawn'
Also, in this same class, look around for
BotClass=class'UTBot' I cannot remember if the BotClass variable is specific to UTGame or defined somewhere up the chain--if it is specific to UTGame you might not have it in your GameInfo class.

That is basically the default, but if you have referenced UT classes in other places it would be good to run a search of your entire class heirarchy. This can be done quite easily from UnCodeX. Assuming you are using the blank install, search for UT and it should help find the references.

SeanO'Connor
05-20-2011, 03:10 PM
It appears my server has gone to the afterlife. I will find a free host for the blank install for the time being... any suggestions?

Froyok
05-20-2011, 03:12 PM
It appears my server has gone to the afterlife. I will find a free host for the blank install for the time being... any suggestions?
You can put the files on moddb, on the unreal development kit group ;)

SeanO'Connor
05-20-2011, 03:27 PM
Thanks, I just threw them up on MediaFire for the time being, but I will put them on Moddb as well.

mux85
05-21-2011, 09:21 AM
Are you using this blank install? If so, it is impossible to reference anything UT since it no longer exists. That being said, it should be possible to extend from anything above UT (the UDK base classes). Open up your GameInfo class, which should extend UDKGame or above, and look for this line in the defaultproperties and change it to your pawn:
DefaultPawnClass=class'UTGame.UTPawn'Also, in this same class, look around for
BotClass=class'UTBot' I cannot remember if the BotClass variable is specific to UTGame or defined somewhere up the chain--if it is specific to UTGame you might not have it in your GameInfo class.

That is basically the default, but if you have referenced UT classes in other places it would be good to run a search of your entire class heirarchy. This can be done quite easily from UnCodeX. Assuming you are using the blank install, search for UT and it should help find the references.
My intention is to use your blank install in the future, this is why I'm trying to eliminate UT dependencies. So for example I'm inheriting my weapon class from UDKWeapon instead of UTWeapon, my pawn from UDKPawn instead of UTPawn and so on. The problem is that there are many things defined in the UT* classes that are useful and that are not present in the UDK* classes.
Anyway I've opened a topic (http://forums.epicgames.com/showthread.php?t=796157) about my specific problem and already resolved many issues. Thanks

SeanO'Connor
06-27-2011, 08:08 PM
Epic has made making a blank install easier than ever before with June 2011. A dummy UTEditor.u and UTGame.u appear to no longer be needed; this means the engine is truly independent of UT3 now. Furthermore, since Epic has merged the PC and Mobile editors, there is no need for two separate versions anymore.

Anyway, the June blank install is available now--please report any issues you think might be related to the blank install. Thanks to Epic for this great release.

TheAgent
06-27-2011, 08:32 PM
Hey thanks for this... Im using this blank install for something special : ] For the community in the future.

Froyok
06-27-2011, 08:35 PM
Thank your for this update ! :)

Bob_Gneu
06-27-2011, 11:03 PM
You may also need to add the following packages to this release:


UDKGame\Content\Mobile\Effects\CastleEffects.upk
UDKGame\Content\Mobile\Sounds\CastleAudio.upk
UDKGame\Content\Mobile\UI\CastleFonts.upk
UDKGame\Content\Mobile\UI\CastleHUD.upk
UDKGame\Content\Mobile\UI\CastleUI.upk

SeanO'Connor
06-28-2011, 04:15 AM
You may also need to add the following packages to this release:
UDKGame\Content\Mobile\Effects\CastleEffects.upk
UDKGame\Content\Mobile\Sounds\CastleAudio.upk
UDKGame\Content\Mobile\UI\CastleFonts.upk
UDKGame\Content\Mobile\UI\CastleHUD.upk
UDKGame\Content\Mobile\UI\CastleUI.upk

If I am not mistaken, those contain the assets for Epic's mobile demo? I remove any sort of demo code and assets to create a blank slate engine. I am not a mobile developer, so my knowledge is limited on what packages the engine needs for mobile development. If I get no errors I assume it has everything it needs.

Do you receive errors? If so, may I see the log?

Bob_Gneu
06-28-2011, 04:22 AM
I think i spoke a bit too early. I received a number of errors earlier when overseeing a friends install. I think it is fine, my apologies. =)

mux85
07-01-2011, 11:20 AM
Thanks for this release Sean :)

Chathura
07-04-2011, 04:30 AM
Thanks Sean :) u rock.. :)

SeanO'Connor
07-04-2011, 08:02 AM
Thank your for this update ! :)

Thanks for this release Sean :)

Thanks Sean :) u rock.. :)
No problem; I am glad it is useful.

xXSLAD3Xx
07-08-2011, 10:21 PM
Thanks for doing this Sean! You have no clue how much this means to those of us who don't have humongous hard drives! :D

Hades_
07-09-2011, 08:10 AM
When I try to 'Open GFx Movie' it crashes. :confused:
Anyone else get this?

SeanO'Connor
07-09-2011, 04:42 PM
I just tried it, and it did not crash for me. Make sure you have it set to use your own GFxMoviePlayer class as I removed the demo classes by Epic.

Chathura
07-13-2011, 01:14 AM
i got stuck..
please can someone tell me what do i need to do create a simple deathmatch on this blank install.. i mean what are the classes i need to create and what else do i need to create....

SeanO'Connor
07-13-2011, 06:37 AM
To create a basic deathmatch type game, you will need to make a subclass of GameInfo or one of its derivatives. Personally, for my own project, I extend UDKGame. All you need to do to make it work is specify a pawn class and a player controller class. This is done in the default properties of your GameInfo class:

defaultproperties
{
PlayerControllerClass=class'YourGame.YourPlayerCon trollerClass'
DefaultPawnClass=class'YourGame.YourPawnClass'
}
Unreal will handle spawning the player for you, so all you need to do is tell it which classes to spawn using the above code. Of course you will need to have your pawn and player controller classes setup. For the pawn, I extend UDKPawn. You really do not need to do anything to it, but specifying a skeletal mesh in its default properties would be very helpful (otherwise you will see nothing).
Those are just the basics to get it up and running. To make an actual deathmatch, you will need to start designing and implementing game logic. This can be done in your GameInfo extension, or, if it is complex enough, you may want to branch the functionality out to other classes.

I hope this helps.

Omar007
07-13-2011, 01:24 PM
TBH they should put this on the main download page next to the regular version :)

Or maybe they should just make blank version the default and the content/assets as a seperate download.
Don't think that will happen though, so I'm happy you did this ;)

Do you plan on keeping to do this?

SeanO'Connor
07-13-2011, 05:10 PM
Epic probably will separate the demo content out in the near future since, as of June 2011, it is extremely easy to strip off anything UT3. They did this for a time with the Flash source for their Scaleform front end, but that strangely made a return a few builds back.

Anyway, yes I do plan to keep doing this until Epic does it officially. I was thinking for the July build I might include the Binaries and Engine directory, so users will no longer need to download the full UDK first. Maybe I can separate the content and make it downloadable too. Although, there will be a serious conflict of config files there. Perhaps it would only be there for reference.

Omar007
07-13-2011, 07:25 PM
Ok that is good to hear. And adding the Binaries and Engine directories is indeed a good idea to do. Makes (using) this pack even more convenient ;)

Now, I hope that I don't get my hopes up to much but I hope Scaleform 4.0 will be in aswell by the time Epic makes a blank UDK :P
Or maybe it'll be in earlier and I'll just use your pack. :cool:

Froyok
07-13-2011, 07:28 PM
I'm not sure if adding the binaries out of the official installer is a good idea : I think the license of the udk don't allow you to redistribute file provided by the udk out of the engine.

SeanO'Connor
07-13-2011, 07:48 PM
I'm not sure if adding the binaries out of the official installer is a good idea : I think the license of the udk don't allow you to redistribute file provided by the udk out of the engine.
Hmm... I was wondering if it would be legal. I assumed since I already redistribute parts of the UDK package it would not be an issue. I will not just to be on the safe side though.

Chathura
07-14-2011, 04:09 AM
To create a basic deathmatch type game, you will need to make a subclass of GameInfo or one of its derivatives. Personally, for my own project, I extend UDKGame. All you need to do to make it work is specify a pawn class and a player controller class. This is done in the default properties of your GameInfo class:

defaultproperties
{
PlayerControllerClass=class'YourGame.YourPlayerCon trollerClass'
DefaultPawnClass=class'YourGame.YourPawnClass'
}
Unreal will handle spawning the player for you, so all you need to do is tell it which classes to spawn using the above code. Of course you will need to have your pawn and player controller classes setup. For the pawn, I extend UDKPawn. You really do not need to do anything to it, but specifying a skeletal mesh in its default properties would be very helpful (otherwise you will see nothing).
Those are just the basics to get it up and running. To make an actual deathmatch, you will need to start designing and implementing game logic. This can be done in your GameInfo extension, or, if it is complex enough, you may want to branch the functionality out to other classes.

I hope this helps.

thanks sean.. it worked.. :)
thank you again.. :)

Chathura
07-16-2011, 03:53 AM
i created all the stuff for my characters ( skeletal meshes, animsets, animtrees, matirials..etc. ).. but i cant figure our how to set it to the game.. i have done it without using the blank install, by creating a FamilyInfo class and using config files and utCharInfo class.. can someone please help me...

SeanO'Connor
07-16-2011, 05:58 AM
Using FamilyInfo to specify a character's SkeletalMesh is done in UT3, not in UDKBase. Rather than add your assets to a derivative of FamilyInfo, use your Pawn class instead. This is done by building a SkeletalMeshComponent like so:


begin Object class=DynamicLightEnvironmentComponent name=MainLightEnvironment
bCastShadows=true
bCompositeShadowsFromDynamicLights=true
bDynamic=true
bSynthesizeSHLight=true
bIsCharacterLightEnvironment=true
bUseBooleanEnvironmentShadowing=false
//ShadowFilterQuality=SFQ_High
end Object
Components.Add(MainLightEnvironment)
LightEnvironment=MainLightEnvironment

begin Object class=UDKSkeletalMeshComponent name=MainSkeletalMesh
LightEnvironment=MainLightEnvironment
bCacheAnimSequenceNodes=false
AlwaysLoadOnClient=true
AlwaysLoadOnServer=true
bOwnerNoSee=false
CastShadow=true
BlockRigidBody=true
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=true
bUpdateKinematicBonesFromAnimation=true
bCastDynamicShadow=true
RBChannel=RBCC_Untitled3
RBCollideWithChannels=(Untitled3=true)
RBDominanceGroup=20
bOverrideAttachmentOwnerVisibility=true
bAcceptsDynamicDecals=true
bHasPhysicsAssetInstance=true
TickGroup=TG_PreAsyncWork
MinDistFactorForKinematicUpdate=0.2f
bChartDistanceFactor=true
bAllowAmbientOcclusion=false
bUseOnePassLightingOnTranslucency=true
bPerBoneMotionBlur=true
Scale=1.f
end Object
Components.Add(MainSkeletalMesh)
Mesh=MainSkeletalMesh

You will likely want to change some of these options as I ripped this straight from my project--none of them are set in stone really.

Chathura
07-16-2011, 10:33 AM
thank you for the replies Sean but i am so sorry i dont understand it.... what is the LightEnvironment variable... where do i state the physicsAsset, skeletalMesh and all other stuff...

EDIT-------------

ok i tried this after looking at the classes around..
what i did was adding


SkeletalMesh=SkeletalMesh'TestingPackage.BasicHuma n.SKM_Basic_Human'
AnimSets(0)=AnimSet'TestingPackage.BasicHuman.Anim Set_BasicHuman'
AnimTreeTemplate=AnimTree'TestingPackage.BasicHuma n.AnimTree_BasicHuman'

To the inside of

begin Object class=UDKSkeletalMeshComponent name=MainSkeletalMesh
//.....
end Object
part.

so now when i play i get the skeletal mesh loded but the animations for running, srafing..etc. are not played continuesly.. its played only once...

and i dont know where to put the physics asset..
also i want to know how to set computer players..
also can u show me a link or something where i can learn these stuff... any tutorials will be of great help...
thank you guys.. :)

SeanO'Connor
07-16-2011, 04:07 PM
Oh, I should have said. The LightEnvironment variable is declared by you like this:

var DynamicLightEnvironmentComponent LightEnvironment;
The PhysicsAsset is set in the exact same way you did the AnimTree and such. Use PhysicsAsset=YourAsset

As for looping animations, those are all setup in the AnimTree. For tutorials on those, check out Wraiyth's excellent videos here: http://forums.epicgames.com/showthread.php?t=739482
Also, Epic's official SkeletalMesh pipeline videos might be helpful: http://udn.epicgames.com/Three/VideoTutorials.html#Skeletal Mesh Pipeline - Using UDK

To help you figure out which variables are where in UDKBase, use UnCodeX: http://sourceforge.net/projects/uncodex

Setting up computer players, or Bots as they are called in Unreal, will involve quite a bit of AI coding. Unfortunately, I have not gotten to that point in my project yet, so my knowledge on AI is for the moment very limited. There are bound to be tutorials for it around the forums though.

Chathura
07-17-2011, 01:57 AM
Thanks :) i will look into the tutorials now... thank you again.. :)

CloDel Studios
07-27-2011, 02:30 PM
hehe, I know its soon, but July update?

Thanx for this btw, its really great to use.
Tom

SeanO'Connor
07-28-2011, 07:45 AM
July blank install is now ready. It has been optimized further, but there is more to edit. The UT3 map loading movie is gone now, so do not forget to add your own. Also, the localization file needs to be set to your assets. A_Interface is a required package according to DefaultEngineUDK.ini, but only two of the assets are required (the radio chirps). Thus, I removed all the UT3 content from A_Interface and left the radio chirps.

Please report any problems if you have them.

CloDel Studios
07-28-2011, 08:21 AM
That was fast, thanx man downloading now.
Tom


forgot to ask, this have mobile in it too?

mux85
07-30-2011, 04:23 AM
If I understand it right there is no distinction between mobile and normal version since June.
Thanks again Sean

Chicken+Ribs Combo
08-26-2011, 03:43 PM
Post-Processing volumes seem to have been broken in the blank version. :eek: I've tested this on both a clean full install of UDK (the PP volume works) and a July Blank install (PP Volume doesn't work).

SeanO'Connor
08-26-2011, 05:02 PM
Hmm... thank you for alerting me to that issue. I will be sure to pay attention to those for the August blank install, which I should hopefully get around to making today.

CloDel Studios
09-01-2011, 02:24 PM
So hows that August ver working out?

Thanx again for these, they are great.

mux85
09-03-2011, 11:09 AM
I'm waiting for the august version too. Thanks in advance Sean

SeanO'Connor
09-04-2011, 12:38 AM
Alright the August version is ready. I tested PostProcessVolumes for myself and found nothing wrong with them. Make sure you have set your PostProcessChain in the DefaultEngine config file.

Sorry for the delay on this one, but school just started and it steals time and life (still in college now going on 6 years...).

Report any problems you may have, thanks.

CloDel Studios
09-04-2011, 12:32 PM
Wow thanx alot, I am downloading now and will test and report back in a couple hours.

Thanx again

Vaquero
09-11-2011, 03:28 PM
I was just up to do this myself, when I found your thread! I very much appreciate this blank install, because all the UT specific stuff is distracting me since it is too complex for me to grasp for now. I like building up my knowledge from the ground up instead of deconstructing things, although this is very helpful too from time to time.
I probably saved hours if not days thanks to you efforts. :)

CloDel Studios
09-11-2011, 11:37 PM
Yeah, he does a great job, every UDK release to.

Thanx again for all your work.

SeanO'Connor
09-20-2011, 12:08 AM
September blank install is ready. I find it amazing that Epic can still manage to put out a nice monthly upgrade only hours before one of the most anticipated games of all time is due to be released.

DJMidknight
09-20-2011, 03:44 PM
I am sure there is a lot of the community that thanks you for this. And to be honest I am sure there is a seperate team working on the engine seperate from the GOW group. ..... on the side this game will be awesome if it lets you play like the trailers look

SeanO'Connor
09-20-2011, 04:22 PM
And to be honest I am sure there is a seperate team working on the engine seperate from the GOW group.
I am sure of it too, but I still find it impressive that they can muster the resources and time to pull it all off. Then again it is quite hard not to look at it from the perspective of a one man team like myself.

Froyok
09-20-2011, 05:16 PM
SeanO'Connor you do a very good work ! :)
But I personally prefer to try by myself (simply to understand what I do), so this is why I'm currently trying to find how to completely remove the UTGame dependencies, like you do.
I have currently one little problem, I base my current progress on how looks like your work, but I can't figure how to solve this :

http://uppix.net/7/d/c/44402bf597bb405298bb8d6d8543f.jpg
This is the first thing that I get.

http://uppix.net/6/e/5/cd9ddd7f494522d29c7a0c12d97f8tt.jpg (http://uppix.net/6/e/5/cd9ddd7f494522d29c7a0c12d97f8.html)
Quickly the log window shutdow, I have managed to capture it before closing.



Looks like the Apex module can't be loaded, but I have just removed the UTEditor lines in the Default****UDK.ini's and the UTGame/UTGameContent folder in the Src folder.
(And of course, my ini's are configured like you said in the first post)

SeanO'Connor
09-20-2011, 06:17 PM
It is hard to say exactly what is wrong, but I am willing to bet it is an error in one of your config files. Take a close look at all of the config files that come with the blank install. Make sure they all match. After that be sure you have the right packages in the content folder. If you look at the blank install, be sure you have everything that is in the Content/UDK folder (with the exception of UDKLUT, which is not exactly necessary but without it a lot of nice post process effects are useless). Then, be sure to empty the Scripts directory even though it says do not delete.

It is all in the config files--if those are setup properly it will not care if there is a UTGame or not.

Froyok
09-21-2011, 08:16 AM
Well, you had right, it was my config files.
I don't know why, at the end I have used your files as base to setup my project and aven with this it was not working (getting the same error).

I have reinstalled the UDK, redo the same thing, and now it works.
Strange, I guess it was a tiny line in my config files which was the problem...

Anyway, again, thank you for your work, it helped me a lot ! :)

Omar007
10-13-2011, 04:09 PM
I'm not sure whether this is related to the blank install having an issue or that I just fail at setting some value in the config files.

I can't get my scaleform hud to work. Even more disturbing is the fact it actually crashes when I swap to a next map when my GameInfo has its HUDType set to my (or any for that matter) scaleform hud.
I also tried a completely blank flash file just in case; same problem.
However, if I put my project code and packages straight into the regular UDK version, no changes whatsoever(!!!) it works. I did not copy/replace the config files from the blank into the regular UDK. I put the references to my GameInfo class and EditPackage src folder in manually.
The scaleform is a fresh file (though using UDK assets (read: images) for the time being) and as simplistic as possible right now.

Log:


Log: Log file open, 10/13/11 21:50:12
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini
DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 8788
Init: Epic Internal: 0
Init: Compiled (32-bit): Aug 12 2011 20:18:11
Init: Changelist: 976115
Init: Command line: -log -ConsolePosX=1920 -ConsolePosY=0 -seekfreeloading -Exec=UnrealFrontend_TmpExec.txt
Init: Base directory: E:\Modding\UDK\UDK-2011-08\Binaries\Win32\
[0000.20] Init: Computer: OMAR-PC
[0000.20] Init: User: Omar
[0000.20] Init: CPU Page size=4096, Processors=2
[0000.20] Init: High frequency timer resolution =3.089404 MHz
[0000.20] Init: Memory total: Physical=4.0GB (4GB approx) Pagefile=8.0GB Virtual=4.0GB
[0000.44] Log: STEAMWORKS initialized 1
[0000.47] Init: WinSock: I am Omar-PC (192.168.178.43:0)
[0000.47] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.47] Init: Object subsystem initialized
[0000.55] Init: OS stats:
[0000.55] Init: Windows 7 Service Pack 1
[0000.55] Init: RemoteDesktop=0
[0000.55] Init: Memory stats:
[0000.55] Init: Physical: 4095MB
[0000.55] Init: Virtual: 4095MB
[0000.55] Init: PageFile: 8188MB
[0000.55] Init: CPU stats:
[0000.55] Init: MeasuredPerformanceTime: 154.386 (stored result)
[0000.55] Init: Hyperthreaded: 0
[0000.55] Init: NumProcessorsPerCPU: 1
[0000.55] Init: NumLogicalProcessors: 2
[0000.55] Init: NumPhysicalProcessors: 2
[0000.55] Init: MaxSpeed: 3166
[0000.55] Init: CurrentSpeed: 3166
[0000.55] Init: CoresPerProcessor: 2
[0000.55] Init: IsOnBattery: 0
[0000.55] Init: BatteryLevel: -1
[0000.55] Init: Manufacturer: Intel
[0000.55] Init: CPUName: INTEL Pentium-III
[0000.55] Init: L1CacheSize: 32
[0000.56] Init: L2CacheSize: -1
[0000.56] Init: Architecture: x86
[0000.56] Init: GPU stats:
[0000.56] Init: VendorID: 000010DE
[0000.56] Init: DeviceID: 00000612
[0000.56] Init: DriverVersion: 8.17.12.8026
[0000.56] Init: DeviceName: NVIDIA GeForce 9800 GTX/9800 GTX+
[0000.56] Init: DriverName: nvd3dum.dll
[0000.56] Init: PixelShaderVersion: 3
[0000.56] Init: VertexShaderVersion: 3
[0000.56] Init: VRAMQuantity: 512
[0000.56] Init: DedicatedVRAM: 495
[0000.56] Init: AdapterCount: 2
[0000.56] Init: SupportsHardwareTnL: 1
[0000.56] Init: Machine detected compatibility level: Composite: 3. CPU: 5. GPU: 3.
[0000.57] Init: Previous detected compatibility level: Composite: 3. CPU: 5. GPU: 3.
[0000.64] Log: Shader platform (RHI): PC-D3D-SM3
[0000.67] Log: PhysX GPU Support: DISABLED
[0000.67] Init: Initializing FaceFX...
[0000.67] Init: FaceFX 1.7.4 initialized.
[0001.19] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f)
[0003.02] Init: Finished loading startup packages in 1.68 seconds
[0003.02] Log: 41104 objects as part of root set at end of initial load.
[0003.02] Log: 0 out of 0 bytes used by permanent object pool.
[0003.02] Log: Initializing Engine...
[0003.10] Init: UEngine initialized
[0003.10] Log: Working around XDK XAudio2 regression: TRUE
[0003.11] Init: XAudio2Device initialized.
[0003.18] Init: Client initialized
[0003.79] Log: Initializing Steamworks
[0003.79] Log: Logged in as 'CTOmar007'
[0003.96] Log: LoadMap: FrontEndMap?Name=Player?Team=255
[0003.96] Log:
[0003.97] DevMemory: Memory allocations reported by the OS: 201.98 MB (with 0.00 MB waste)
[0003.97] DevMemory: Virtual memory tracked in the allocators: 44.04 MB (with 39.95 MB used, 1.46 MB slack and 2.63 MB waste)
[0004.16] Warning: Warning, Failed to load 'Huds': Can't find file for package 'Huds' while loading NULL
[0004.16] Warning: Warning, Failed to load 'B_PowerPlant.Mesh.SK_B_GDIPowerPlant'! Referenced by 'TRGame.Default__TRBuilding_PowerPlant:Skeletal_Me sh' ('Engine.SkeletalMeshComponent:SkeletalMesh').
[0004.16] Warning: Warning, Failed to load 'B_PowerPlant': Can't find file for package 'B_PowerPlant' while loading NULL
[0004.16] Warning: Warning, CreateImport: Failed to load Outer for resource 'SK_B_GDIPowerPlant': Package B_PowerPlant.Mesh
[0004.17] Warning: Warning, Failed to load 'B_PowerPlant.Mesh.SK_B_GDIPowerPlantTurbine'! Referenced by 'TRGame.Default__TRBuildingChild_PowerPlantTurbine :Skeletal_Mesh' ('Engine.SkeletalMeshComponent:SkeletalMesh').
[0004.17] Warning: Warning, Failed to load 'B_PowerPlant': Can't find file for package 'B_PowerPlant' while loading NULL
[0004.17] Warning: Warning, CreateImport: Failed to load Outer for resource 'SK_B_GDIPowerPlantTurbine': Package B_PowerPlant.Mesh
[0004.17] Log: Game class is 'TRGameInfo'
[0004.21] Log: Primary PhysX scene will be in software.
[0004.21] Log: Creating Primary PhysX Scene.
[0004.21] Log: Bringing World FrontEndMap.TheWorld up for play (0) at 2011.10.13-21.50.16
[0004.21] Log: Bringing up level for play took: 0.034569
[0004.21] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0004.22] Error: Can't start an online game that hasn't been created

--STRIPPED 'NONE' SCRIPTWARNINGS FROM PRETTY MUCH EVERY VARIABLE IN MY HUD UC FILE--

[0004.31] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
[0004.31] Log: ########### Finished loading level: 0.354181 seconds
[0004.31] Init: Game engine initialized
[0004.31] Log: Initializing Engine Completed
[0004.32] ExecWarning: Can't find file '..\..\Binaries\UnrealFrontend_TmpExec.txt'
[0005.09] Log: >>>>>>>>>>>>>> Initial startup: 5.09s <<<<<<<<<<<<<<<

--STRIPPED 'NONE' SCRIPTWARNINGS FROM PRETTY MUCH EVERY VARIABLE IN MY HUD UC FILE--

[0011.15] Log: --- LOADING MOVIE START ---
[0011.17] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamwork s:ClearReadProfileSettingsCompleteDelegate:00FE
[0011.17] Log:
[0011.17] DevMemory: Memory allocations reported by the OS: 212.77 MB (with 0.00 MB waste)
[0011.17] DevMemory: Virtual memory tracked in the allocators: 41.88 MB (with 37.49 MB used, 1.63 MB slack and 2.77 MB waste)
[0011.22] Log: Game class is 'TRGameInfo'
[0011.22] Log: Primary PhysX scene will be in software.
[0011.22] Log: Creating Primary PhysX Scene.
[0011.22] Log: Bringing World TR-PowerPlantTest.TheWorld up for play (0) at 2011.10.13-21.50.23
[0011.23] ScriptWarning: Accessed None 'parentBuilding'
TRBuildingChild_PowerPlantTurbine TR-PowerPlantTest.TheWorld:PersistentLevel.TRBuilding Child_PowerPlantTurbine_0
Function TRGame.TRBuildingChild:Init:0014
[0011.23] ScriptWarning: Accessed None 'parentBuilding'
TRBuildingChild_PowerPlantTurbine TR-PowerPlantTest.TheWorld:PersistentLevel.TRBuilding Child_PowerPlantTurbine_1
Function TRGame.TRBuildingChild:Init:0014
[0011.23] Log: Bringing up level for play took: 0.007714
[0011.23] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0011.24] Error: Can't start an online game that hasn't been created
[0014.22] Log: === Critical error: ===
Fatal error!

Address = 0xef3a59 (filename not found) [in E:\Modding\UDK\UDK-2011-08\Binaries\Win32\UDK.exe]
Address = 0xf16069 (filename not found) [in E:\Modding\UDK\UDK-2011-08\Binaries\Win32\UDK.exe]
Address = 0x16bdf61 (filename not found) [in E:\Modding\UDK\UDK-2011-08\Binaries\Win32\UDK.exe]

--THE CRASH HERE IS WHEN I TRY TO CHANGE MAP--

--STRIPPED 'NONE' SCRIPTWARNINGS FROM PRETTY MUCH EVERY VARIABLE IN MY HUD UC FILE-- is used where I stripped the warnings that pop up due to the HUD failing to load.

DefaultEngine


[Configuration]
BasedOn=..\UDKGame\Config\DefaultEngineUDK.ini

[URL]
MapExt=udk
;Any additional map extension to support for map loading.
;Maps without an extension always saved with the above MapExt
AdditionalMapExt=mobile
Map=FrontEndMap.udk
LocalMap=FrontEndMap.udk
TransitionMap=TransMap.udk
EXEName=TiberiumRedux.exe
DebugEXEName=DEBUG-TiberiumRedux.exe
GameName=Tiberium Redux
GameNameShort=TR

[Engine.ScriptPackages]
+NonNativePackages=TRGame

[Core.System]
+Extensions=mobile

[UnrealEd.EditorEngine]
+EditPackages=TRGame

[Engine.Engine]
DefaultPostProcessName=FX_HitEffects.PostProcess.T RPostProcess
bUseStreamingPause=true

[PlatformInterface]
CloudStorageInterfaceClassName=WinDrv.CloudStorage Windows
FacebookIntegrationClassName=WinDrv.FacebookWindow s

[FacebookIntegration]
AppID=169315946448309

[Engine.SeqAct_Interp]
; These control the default rendering overrides for matinee's with director tracks
; By default, no features are disabled for UDK as that would be unintuitive for UDK users
RenderingOverrides=(bAllowAmbientOcclusion=True,bA llowDominantWholeSceneDynamicShadows=True,bAllowMo tionBlurSkinning=True)

[Engine.PackagesToAlwaysCook]
;Your Packages Here
+Package=FrontEndMap
+Package=TransMap

[Engine.StartupPackages]
;Your Packages Here
+Package=FX_HitEffects

[Engine.PackagesToForceCookPerMap]
;Your Packages Here
.Map=FrontEndMap
.Package=FrontEnd

[Engine.DataStoreClient]
;Your DataStoreClients Here

[Windows.StandardUser]
MyDocumentsSubDirName=Tiberium Redux

[FullScreenMovie]
+StartupMovies=intro.bik
+LoadMapMovies=intro.bik

[Engine.GameViewportClient]
bUseHardwareCursorWhenWindowed=FALSE

[VoIP]
VolumeThreshold=0.1
bHasVoiceEnabled=true

[OnlineSubsystemSteamworks.OnlineSubsystemSteamwork s]
+AchievementMappings=(AchievementId=0,AchievementN ame=EUTA_EXPLORE_EveryMutator,ViewId=30,ProgressCo unt=0,MaxProgress=0,bAutoUnlock=False)
+AchievementMappings=(AchievementId=1,AchievementN ame=EUTA_WEAPON_DontTaseMeBro,ViewId=30,ProgressCo unt=2,MaxProgress=4,bAutoUnlock=True)
+AchievementMappings=(AchievementId=2,AchievementN ame=EUTA_WEAPON_StrongestLink,ViewId=30,ProgressCo unt=2,MaxProgress=4,bAutoUnlock=True)
+AchievementMappings=(AchievementId=3,AchievementN ame=EUTA_WEAPON_HaveANiceDay,ViewId=30,ProgressCou nt=2,MaxProgress=4,bAutoUnlock=True)
+AchievementMappings=(AchievementId=4,AchievementN ame=EUTA_VEHICLE_Armadillo,ViewId=30,ProgressCount =2,MaxProgress=4,bAutoUnlock=True)
+AchievementMappings=(AchievementId=5,AchievementN ame=EUTA_POWERUP_DeliveringTheHurt,ViewId=30,Progr essCount=30,MaxProgress=60,bAutoUnlock=True)
+AchievementMappings=(AchievementId=6,AchievementN ame=EUTA_HUMILIATION_SerialKiller,ViewId=30,Progre ssCount=0,MaxProgress=1,bAutoUnlock=True)
+AchievementMappings=(AchievementId=7,AchievementN ame=EUTA_HUMILIATION_OffToAGoodStart,ViewId=30,Pro gressCount=0,MaxProgress=1,bAutoUnlock=True)
+LeaderboardNameMappings=(ViewId=35,LeaderboardNam e="Deathmatch")
+LeaderboardNameMappings=(ViewId=36,LeaderboardNam e="Team Deathmatch")
+LeaderboardNameMappings=(ViewId=37,LeaderboardNam e="Capture The Flag")

[OnlineSubsystemLive.OnlineSubsystemLive]
NumLogins=1
CurrentNotificationPosition=NNP_BottomRight
MaxLocalTalkers=2
MaxRemoteTalkers=9
bShouldLogArbitrationData=true
bShouldLogStatsData=true
LanQueryTimeout=3.0
LanPacketPlatformMask=1
LanGameUniqueId=1297287213
bShouldUseMcp=false

[OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
bHasGameSpyAccount=true
EncryptedProductKey=NotForShip
ProfileDataDirectory=../UDKGame/SaveData
ProfileDataExtension=.ue3profile
ProductID=11097
NamespaceID=40
PartnerID=33
GameID=1727
StatsVersion=7
NickStatsKeyId=1
PlaceStatsKeyId=2
+LocationUrlsForInvites="ut3pc"
LocationUrl="ut3pc"
bShouldUseMcp=true
// Example stats key mappings, not used in UDK
//1 PlayerDM --- TABLE
+StatsKeyMappings=(ViewId=1,PropertyId=0,KeyId=262 )
//1 PlayerDM_Event_Bullseye
+StatsKeyMappings=(ViewId=1,PropertyId=0x10000142, KeyId=265)

[Engine.GameEngine]
SecondaryViewportClientClassName=UDKBase.Secondary ViewportClient


DefaultGame


[Configuration]
BasedOn=..\UDKGame\Config\DefaultGameUDK.ini

[Engine.GameInfo]
DefaultGame=TRGame.TRGameInfo
DefaultServerGame=TRGame.TRGameInfo
PlayerControllerClassName=TRGame.TRPlayerControlle r
GameDifficulty=+1.0
MaxPlayers=64
DefaultGameType="TRGame.TRGameInfo"
+DefaultMapPrefixes=(Prefix="TR",bUsesCommonPackage=false,GameType="TRGame.TRGameInfo")

[Engine.AutoTestManager]
NumAutomatedMapTestingCycles=0

[Engine.WorldInfo]
bNoMobileMapWarnings=False


I hope someone can shed some light on this.
And yes, I know it says it can't find the 'Huds' and 'B_PowerPlant' packages but I have no idea why.
If I comment out 'HUDType' in my GameInfos' default properties, 'B_PowerPlant' works normally (it's used in the map I try to swap to when it crashes later on).

SeanO'Connor
10-13-2011, 05:24 PM
For the blank install, I remove all of Epic's included Scaleform content since it is technically a demo. This means you will need to rebuild everything, and I mean everything, manually with no dependencies on Epic's content. CLIK widgets are fine since those are left alone. Be sure you are making your own font library and setting the localization files appropriately. Following all of Matt Doyle's tutorials from start to finish will help with this. I have a Scaleform debug menu loading for HUDType and it does not crash for me, but mine is currently dysfunctional and might not be capable of producing the same error.

Let me know if this problem persists even after the above because then there is without a doubt an issue with the blank install.

Thanks.

Omar007
10-14-2011, 05:38 AM
It's still not working and this is the second time I made it from scratch (I already did it earlier as I stated before with the 'fresh flash file').

What I've done (thus for a second time now :( ):
1. Create folder 'Fonts' under 'UDKGame/Flash'
2. Create fontlib (gfxfontlib.fla) -> new font -> Name: $RussellSquare, Family: RussellSquare, ID: $RussellSquare, export: gfxfontlib.swf
3. Create font_en.fla -> Insert new textfield -> Entered some text -> FontFamily: RussellSquare, Embedded 'Basic Latin'.
Probably due to CS5, a lib entry is created. I googled for that scaleform tutorial and there is no lib entry in his fonts_en. He's (probably) using an older version (CS4?) though, which probably doesn't add embedded fonts to its library.

4. Create folder 'Huds' under 'UDKGame/Flash'
3. Create HUD file hud_player.fla
4. Create folder 'hud_player' under 'UDKGame/Flash/Huds' containing PNG images for the HUD (Lossless, allow smoothing, ID is filename - .png)
5. Make several movie clips containing these images.
6. New Font -> Name: $RussellSquare, Import: ../Fonts/gfxfontlib.swf
6. Create a textfield -> FontFamily: $RussellSquare

7. Publish all using AS2 (must) and Flash Player 8 (not a must; 10 works aswell). (No warning whatsoever in the FxMediaPlayer console window)
8. Import all into UDK
9. Added 'Fonts' package to StartupPackages and PackagesToAlwaysCook
10. Full recook (even did a full recompile aswell, just in case)
11. Boot game and fail. Crash when attempting map change (same as previous log)


I seriously don't know what I could be doing wrong.
When booting into the editor, both packages are loaded as they should; Fonts is loaded due to it being a StartupPackage and Huds is loaded due to it being used in my UC code.

EDIT:
This is my GFxUI.int, just in case.


[FontLib]
FontLib=Fonts.fonts_en
FontLib=Fonts.gfxfontlib

[Fonts]
RussellSquare=RussellSquare

[Global]
No Trigger=No Trigger!

[IME]
MoviePath=

ironbelly
10-20-2011, 03:00 AM
This is a brilliant idea.. Once all the kinks are ironed out I certainly hope to see a blank install for every release, or at least every few releases

SeanO'Connor
10-20-2011, 03:14 AM
I try to do every release already--unless you mean an archived blank install for every past release as well?

@Omar007: I will look into the Scaleform issue when I build the October blank install.

NickP
10-22-2011, 04:21 PM
I setup the September 2011 blank install yesterday. Everything seems to work great, except for a strange issue that is constantly nagging me. About 75% of the time, the editor will slow to about 20 fps or less -- even in a blank or sparsely-decorated map. It's strange enough that it happens, but that it doesn't happen consistently is what bothers me most.

Any ideas on what might be going on? Is there a dependency I may have missed? Have you (Sean) or anyone else ever encountered this problem?

Froyok
10-22-2011, 04:33 PM
Are you sure it's related to the blank install ?
For me it's not related, I don't see why the blank install will cause FPS drop since it's just cleaning some stuffs in the code/ini's files.

Phen0mM0dz
10-22-2011, 05:30 PM
I think it is a problem with your computer. Try going into your devise manager and updating all your drivers that was my problem when it happened to me! Hope I helped.

NickP
10-23-2011, 04:59 PM
I know it's not an issue with the computer. I keep my drivers regularly updated. Besides, the strange part of this matter is that it only happens with the Lite build. I have the original Sept. build installed too, and that works wonderfully.

Froyok
10-23-2011, 05:02 PM
I have already used this blank install on two very different computers without noticing this strange problem.
I still believe it's not related to the blank install, but maybe more a bad ini setting.

NickP
10-23-2011, 05:18 PM
I suspect you may be right, Froyok. I may have poorly configured my .ini files. The framerate only drops while working in the editor, but doesn't have any problems when using PIE or PC to test.

SeanO'Connor
10-23-2011, 06:40 PM
Well, I do not modify anything about how the engine runs, so I do not see how it can slow the FPS. I only remove assets and remove the references to those assets in the config files.

You might try taking a look in the [System Settings] and [SystemSettingsEditor] groups in your DefaultEngine.ini file. That is where you can set some crazy stuff to kill framerate.

BORODA
10-28-2011, 07:34 AM
Any chance for October blank install?

CloDel Studios
10-28-2011, 10:20 AM
It shall come, he even said a few posts back that he was fixing or changing something for this oct ver. I'm sure it will be up between now and a few days. I'm looking forward to this too, I use it everytime he makes one.

Thanx again for all the work man, 2 things I look forward to each month, new UDK, and this ;)

SeanO'Connor
10-28-2011, 05:52 PM
There indeed shall be an October blank install, but I need to look into the Scaleform issue and double check that it does not have any effect on framerate.

I am doing this at the time of this post, so I will make edits as I make progress.

EDIT1: The blank install appears to have no effect on framerate.
EDIT2: Apparently, Epic has their UTGame package in [Engine.StartupPackages] now--I am not sure since when, and I doubt it means much of anything, but from now on it will be necessary to add your game package there too.

k24101990
10-29-2011, 04:41 AM
Give me blank for october quickly

SeanO'Connor
10-29-2011, 05:16 AM
Uh, a few of you really need to learn some patience. I will not let this October blank install go until all known issues are completely fixed. I try to get these out as fast as possible, but at the moment I am just one guy balancing a ridiculous semester in college, my own personal game project, a pathetic creepy semi-non-existent love life, and the pitfalls of real life. It will be done, probably during this weekend.

Anyway, I finished the October blank install as I usually make them, but now I just need to examine and try to recreate the Scaleform bug--then fix it.

k24101990
10-29-2011, 07:01 AM
You're not just a one guy but you're super guy awesome :o

TheAgent
10-29-2011, 11:02 AM
Life comes first Sean, you are doing everyone a service here. You should get paid in my eyes.

Don't worry about the hagglers, release it when you want to! Its not like you have an obligation. I sure don't I put my education and life first. Good luck and keep up the hard work!

Ha.. creepy love life... does it involve restraining orders? :P

SeanO'Connor
10-30-2011, 10:28 PM
Alright, after an exhaustive test I could not reproduce the Scaleform error Omar007 was having. My apologies for the delay, for I had to rebuild a lot of long broken components of my game to test it. I use a Scaleform debug menu, and it has been dysfunctional for months, but after fixing it everything appears to work just fine. It is set to HUDType and does not crash between map loading. I am still not entirely convinced that the blank install is perfect--Omar007 may very well have found a bug, but I cannot, for the life of me, make it happen (not true, see the edit below). I need to know, does anyone else have similar issues with Scaleform?

Anyway, I put the blank install for October up. It seems solid to me after a lot of testing, but you never know. One change this time is that you must now add YourGamePackage to [Engine.StartupPackages].


Life comes first Sean, you are doing everyone a service here. You should get paid in my eyes.

Don't worry about the hagglers, release it when you want to! Its not like you have an obligation. I sure don't I put my education and life first. Good luck and keep up the hard work!

Ha.. creepy love life... does it involve restraining orders? :P
Eh, I cannot say I agree about getting paid. It really is easy work.
No restraining orders, but it is... creepy.

EDIT: One thing I did just notice about Omar007's problem. There is no IME movie in his GFxUI.int file. It will in fact crash without this... why did I not see this before...

k24101990
10-31-2011, 12:17 AM
thank you bro:o

muttleyxd
10-31-2011, 12:26 PM
Why it does take 10 minutes to load all things? Waiting time is really annoying.

SeanO'Connor
10-31-2011, 04:12 PM
Do you mean compiling shaders? That needs to be done because I delete the shader cache--it is a good practice to rebuild it anyway. The good thing is, it need only be done once.

Omar007
11-02-2011, 06:36 AM
EDIT: One thing I did just notice about Omar007's problem. There is no IME movie in his GFxUI.int file. It will in fact crash without this... why did I not see this before...
I assumed it was only necessary for Asian language related things and could therefore be left blank (atleast for the time being).
As it appareantly can't, I did the following:

I created an empty flash file (Flash/Fonts/ime.fla) and published it.
Then imported it to the UDK (gets stored in the 'Fonts' package, obviously ;) ) and saved the package.
Added the pathname to the 'MoviePath=' making it 'MoviePath=Fonts.ime'.

Seems to work fine though I'm not sure it should be a blank file. I couldn't really find anything on the creation of an IME file.

SeanO'Connor
11-02-2011, 11:22 PM
My IME movie is blank, as is the one Epic includes with their demo. Honestly, I have no idea what it is for.

CloDel Studios
11-03-2011, 12:32 PM
"The IME file type is primarily associated with 'Global Input Method Editor' by Microsoft Corporation. An IME is a program that allows computer users to enter complex characters and symbols, such as Japanese characters, using a standard keyboard."

k24101990
11-18-2011, 12:15 AM
--------------------UDKBase - Release--------------------
Analyzing...
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (116) : Warning, Unresolved reference to Texture2D 'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(888 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow01_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(889 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow02_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(890 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow03_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(891 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow04_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(892 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow05_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(893 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow06_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(878 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_01_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(879 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_02_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(880 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_03_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(881 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_04_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(882 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_05_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(883 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_06_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (247) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (247) : Warning, Invalid property value in defaults: SliderImages(0)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (248) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (248) : Warning, Invalid property value in defaults: SliderImages(1)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (249) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (249) : Warning, Invalid property value in defaults: SliderImages(2)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (250) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (250) : Warning, Invalid property value in defaults: SliderImages(3)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (258) : Warning, ObjectProperty UDKBase.MobileHUDExt:TapToMoveTexture: unresolved reference to 'Texture2D'CastleHUD.HUD_TouchToMove''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (258) : Warning, Invalid property value in defaults: TapToMoveTexture=Texture2D'CastleHUD.HUD_TouchToMo ve'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(60) : Warning, ObjectProperty GameFramework.MobileMenuScene:UITouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_OK_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(60) : Warning, Invalid property value in defaults: UITouchSound=SoundCue'CastleAudio.UI.UI_OK_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(61) : Warning, ObjectProperty GameFramework.MobileMenuScene:UIUnTouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_OK_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(61) : Warning, Invalid property value in defaults: UIUnTouchSound=SoundCue'CastleAudio.UI.UI_OK_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(135) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(135) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(150) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(150) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(179) : Warning, ObjectProperty GameFramework.MobileMenuScene:SceneCaptionFont: unresolved reference to 'MultiFont'CastleFonts.Positec''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(179) : Warning, Invalid property value in defaults: SceneCaptionFont=MultiFont'CastleFonts.Positec'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(195) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(195) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(208) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(208) : Warning, Invalid property value in defaults: Images(0)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(209) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(209) : Warning, Invalid property value in defaults: Images(1)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(222) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(222) : Warning, Invalid property value in defaults: Images(0)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(223) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(223) : Warning, Invalid property value in defaults: Images(1)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(229) : Warning, ObjectProperty GameFramework.MobileMenuScene:UITouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_ChangeSelection_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(229) : Warning, Invalid property value in defaults: UITouchSound=SoundCue'CastleAudio.UI.UI_ChangeSele ction_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(230) : Warning, ObjectProperty GameFramework.MobileMenuScene:UIUnTouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_ChangeSelection_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(230) : Warning, Invalid property value in defaults: UIUnTouchSound=SoundCue'CastleAudio.UI.UI_ChangeSe lection_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(70) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(70) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(82) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(82) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(903 ) : Warning, ObjectProperty UDKBase.CastlePC:TapToMoveVisualMesh: unresolved reference to 'StaticMesh'CastleEffects.TouchToMoveArrow''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(903 ) : Warning, Invalid property value in defaults: TapToMoveVisualMesh=StaticMesh'CastleEffects.Touch ToMoveArrow'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(909 ) : Warning, ObjectProperty UDKBase.CastlePC:TapToMoveSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_TouchToMove_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(909 ) : Warning, Invalid property value in defaults: TapToMoveSound=SoundCue'CastleAudio.UI.UI_TouchToM ove_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(910 ) : Warning, ObjectProperty UDKBase.CastlePC:InvalidTapToMoveSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_InvalidTouchToMove_Cue ''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(910 ) : Warning, Invalid property value in defaults: InvalidTapToMoveSound=SoundCue'CastleAudio.UI.UI_I nvalidTouchToMove_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(911 ) : Warning, ObjectProperty UDKBase.CastlePC:TapToMoveStopSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_StopTouchToMove_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(911 ) : Warning, Invalid property value in defaults: TapToMoveStopSound=SoundCue'CastleAudio.UI.UI_Stop TouchToMove_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(912 ) : Warning, ObjectProperty UDKBase.CastlePC:OpenMenuSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_MainMenu_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(912 ) : Warning, Invalid property value in defaults: OpenMenuSound=SoundCue'CastleAudio.UI.UI_MainMenu_ Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(913 ) : Warning, ObjectProperty UDKBase.CastlePC:CloseMenuSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_OK_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(913 ) : Warning, Invalid property value in defaults: CloseMenuSound=SoundCue'CastleAudio.UI.UI_OK_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(919 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_01_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(919 ) : Warning, Invalid property value in defaults: FootstepSounds(0)=SoundCue'CastleAudio.Player.Foot step_Walk_01_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(920 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_02_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(920 ) : Warning, Invalid property value in defaults: FootstepSounds(1)=SoundCue'CastleAudio.Player.Foot step_Walk_02_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(921 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_03_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(921 ) : Warning, Invalid property value in defaults: FootstepSounds(2)=SoundCue'CastleAudio.Player.Foot step_Walk_03_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(922 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_04_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(922 ) : Warning, Invalid property value in defaults: FootstepSounds(3)=SoundCue'CastleAudio.Player.Foot step_Walk_04_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(923 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_05_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(923 ) : Warning, Invalid property value in defaults: FootstepSounds(4)=SoundCue'CastleAudio.Player.Foot step_Walk_05_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(924 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_06_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(924 ) : Warning, Invalid property value in defaults: FootstepSounds(5)=SoundCue'CastleAudio.Player.Foot step_Walk_06_Cue'
Scripts successfully compiled - saving package 'E:\UDK\UDK-2011-10\Binaries\Win32\..\..\UDKGame\Script\UDKBase.u'

how to fix ??
Your Blank Octorber i got these
i use full recomplie by UnrealFrontend.exe
it's warning and annoying how can i fix these

SeanO'Connor
11-18-2011, 01:04 AM
Did you fully delete the Development/Src and UDKGame folders and their contents? This must be done first before the ones from the blank install are copied over.

k24101990
11-18-2011, 03:14 AM
yes i already delete Development and UDKGame folders all of them
Did you test Full recompile by UnrealFrontend.exe ?
can you test your last update again please......

k24101990
11-18-2011, 04:11 AM
if you already fix this tell me i will delete UDK again and install again
i hope you not hate me that like i command you

k24101990
11-18-2011, 09:20 AM
Pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee fixxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx thisssssssssssssssssssssssss lol
it's very annoying - -"

-------------------UDKBase - Release--------------------
Analyzing...
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (116) : Warning, Unresolved reference to Texture2D 'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(888 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow01_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(889 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow02_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(890 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow03_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(891 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow04_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(892 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow05_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(893 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Snow06_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(878 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_01_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(879 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_02_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(880 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_03_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(881 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_04_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(882 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_05_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(883 ) : Warning, Unresolved reference to SoundCue 'CastleAudio.Player.Footstep_Walk_06_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (247) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (247) : Warning, Invalid property value in defaults: SliderImages(0)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (248) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (248) : Warning, Invalid property value in defaults: SliderImages(1)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (249) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (249) : Warning, Invalid property value in defaults: SliderImages(2)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (250) : Warning, ObjectProperty GameFramework.MobileHUD:SliderImages: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (250) : Warning, Invalid property value in defaults: SliderImages(3)=Texture2D'CastleUI.menus.T_CastleM enu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (258) : Warning, ObjectProperty UDKBase.MobileHUDExt:TapToMoveTexture: unresolved reference to 'Texture2D'CastleHUD.HUD_TouchToMove''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileHUDExt.uc (258) : Warning, Invalid property value in defaults: TapToMoveTexture=Texture2D'CastleHUD.HUD_TouchToMo ve'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(60) : Warning, ObjectProperty GameFramework.MobileMenuScene:UITouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_OK_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(60) : Warning, Invalid property value in defaults: UITouchSound=SoundCue'CastleAudio.UI.UI_OK_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(61) : Warning, ObjectProperty GameFramework.MobileMenuScene:UIUnTouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_OK_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuBase. uc(61) : Warning, Invalid property value in defaults: UIUnTouchSound=SoundCue'CastleAudio.UI.UI_OK_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(135) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(135) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(150) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuContr ols.uc(150) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(179) : Warning, ObjectProperty GameFramework.MobileMenuScene:SceneCaptionFont: unresolved reference to 'MultiFont'CastleFonts.Positec''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(179) : Warning, Invalid property value in defaults: SceneCaptionFont=MultiFont'CastleFonts.Positec'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(195) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(195) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(208) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(208) : Warning, Invalid property value in defaults: Images(0)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(209) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(209) : Warning, Invalid property value in defaults: Images(1)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(222) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(222) : Warning, Invalid property value in defaults: Images(0)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(223) : Warning, ObjectProperty GameFramework.MobileMenuButton:Images: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(223) : Warning, Invalid property value in defaults: Images(1)=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(229) : Warning, ObjectProperty GameFramework.MobileMenuScene:UITouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_ChangeSelection_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(229) : Warning, Invalid property value in defaults: UITouchSound=SoundCue'CastleAudio.UI.UI_ChangeSele ction_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(230) : Warning, ObjectProperty GameFramework.MobileMenuScene:UIUnTouchSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_ChangeSelection_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuPause .uc(230) : Warning, Invalid property value in defaults: UIUnTouchSound=SoundCue'CastleAudio.UI.UI_ChangeSe lection_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(70) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(70) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(82) : Warning, ObjectProperty GameFramework.MobileMenuImage:Image: unresolved reference to 'Texture2D'CastleUI.menus.T_CastleMenu2''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\MobileMenuSplas h.uc(82) : Warning, Invalid property value in defaults: Image=Texture2D'CastleUI.menus.T_CastleMenu2'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(903 ) : Warning, ObjectProperty UDKBase.CastlePC:TapToMoveVisualMesh: unresolved reference to 'StaticMesh'CastleEffects.TouchToMoveArrow''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(903 ) : Warning, Invalid property value in defaults: TapToMoveVisualMesh=StaticMesh'CastleEffects.Touch ToMoveArrow'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(909 ) : Warning, ObjectProperty UDKBase.CastlePC:TapToMoveSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_TouchToMove_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(909 ) : Warning, Invalid property value in defaults: TapToMoveSound=SoundCue'CastleAudio.UI.UI_TouchToM ove_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(910 ) : Warning, ObjectProperty UDKBase.CastlePC:InvalidTapToMoveSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_InvalidTouchToMove_Cue ''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(910 ) : Warning, Invalid property value in defaults: InvalidTapToMoveSound=SoundCue'CastleAudio.UI.UI_I nvalidTouchToMove_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(911 ) : Warning, ObjectProperty UDKBase.CastlePC:TapToMoveStopSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_StopTouchToMove_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(911 ) : Warning, Invalid property value in defaults: TapToMoveStopSound=SoundCue'CastleAudio.UI.UI_Stop TouchToMove_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(912 ) : Warning, ObjectProperty UDKBase.CastlePC:OpenMenuSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_MainMenu_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(912 ) : Warning, Invalid property value in defaults: OpenMenuSound=SoundCue'CastleAudio.UI.UI_MainMenu_ Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(913 ) : Warning, ObjectProperty UDKBase.CastlePC:CloseMenuSound: unresolved reference to 'SoundCue'CastleAudio.UI.UI_OK_Cue''
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(913 ) : Warning, Invalid property value in defaults: CloseMenuSound=SoundCue'CastleAudio.UI.UI_OK_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(919 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_01_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(919 ) : Warning, Invalid property value in defaults: FootstepSounds(0)=SoundCue'CastleAudio.Player.Foot step_Walk_01_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(920 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_02_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(920 ) : Warning, Invalid property value in defaults: FootstepSounds(1)=SoundCue'CastleAudio.Player.Foot step_Walk_02_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(921 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_03_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(921 ) : Warning, Invalid property value in defaults: FootstepSounds(2)=SoundCue'CastleAudio.Player.Foot step_Walk_03_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(922 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_04_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(922 ) : Warning, Invalid property value in defaults: FootstepSounds(3)=SoundCue'CastleAudio.Player.Foot step_Walk_04_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(923 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_05_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(923 ) : Warning, Invalid property value in defaults: FootstepSounds(4)=SoundCue'CastleAudio.Player.Foot step_Walk_05_Cue'
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(924 ) : Warning, ObjectProperty UDKBase.SimplePC:FootstepSounds.FootstepSounds: unresolved reference to 'SoundCue'CastleAudio.Player.Footstep_Walk_06_Cue' '
E:\UDK\UDK-2011-10\Development\Src\UDKBase\Classes\CastlePC.uc(924 ) : Warning, Invalid property value in defaults: FootstepSounds(5)=SoundCue'CastleAudio.Player.Foot step_Walk_06_Cue'
Scripts successfully compiled - saving package 'E:\UDK\UDK-2011-10\Binaries\Win32\..\..\UDKGame\Script\UDKBase.u'

SeanO'Connor
11-18-2011, 06:26 PM
You must do a Full Recompile--it is mandatory for this to work. You can do so via the command line like this: UDK.exe make -full
Here is the exact process to use to avoid any errors:
-Install a fresh copy of the official UDK.
-Within that new installation, delete Development and UDK and everything in them.
-Copy and past the Development and UDKGame folders from the BlankInstall.
-Fill out the config files with your data.
-Do a full recompile as mentioned above.
-Start the editor with the -log argument to monitor if everything worked correctly.

k24101990
11-18-2011, 10:27 PM
-Install a fresh copy of the official UDK.
http://image.ohozaa.com/i/2db/YoX1G.jpg
-Within that new installation, delete Development and UDK and everything in them.
http://image.ohozaa.com/i/590/19jRB.jpg
-Copy and past the Development and UDKGame folders from the BlankInstall.
http://image.ohozaa.com/i/211/SZ3pq.jpg
http://image.ohozaa.com/i/582/Jr47w.jpg
-Fill out the config files with your data.(Can i pass for looking UDKBase Warning)
.....
-Do a full recompile as mentioned above.
http://image.ohozaa.com/i/36f/aTKmd.jpg
http://image.ohozaa.com/i/41e/Beb8s.jpg

k24101990
11-19-2011, 04:45 AM
this is UDK.exe make -full
http://image.ohozaa.com/t/56c/BLqM0.jpg

TheAgent
11-19-2011, 10:47 AM
Seems like the castle assets cant be deleted. Its looking for the Castle packages. Maybe just drop them back into your content or delete the castle classes.

k24101990
11-19-2011, 10:54 AM
castle classes
that in UDKbase Classes
can i remove?
i hope SeanO'Connor fix this that i'm afraid that affect another part

SeanO'Connor
11-21-2011, 08:41 PM
Ah, it appears I forgot to update the zip. You see, this does not happen for me because I must have deleted the castle source in my own project. I seemed to have forgotten to do that for the zip in all the chaos of trying to recreate the Scaleform error. Anyway, this is easily fixed by doing this:

-Navigate to Development/Src/UDKBase/
-Delete the files prefixed with Castle, Cloud, and Mobile (if sorted alphabetically, it should be the first 16 files in the folder)
-Full recompile

Thanks for telling me about this, it will not be present in the November blank install. In case you are wondering, these warnings are shown because I delete the asset packages for castle and mobile as well as the source. This time I forgot to delete the source, so it will complain about not being able to find the assets.

k24101990
11-21-2011, 10:34 PM
so. do you will update files?

SeanO'Connor
11-22-2011, 04:21 AM
The November build will likely be out within the next few days, so unless there is a huge demand for a fixed October (which is easily fixed on the users end I might add) I will probably just hold off until November since most everyone will want that.

k24101990
11-22-2011, 04:45 AM
okay thank you

k24101990
11-29-2011, 01:52 PM
it's coming November

SeanO'Connor
11-29-2011, 07:19 PM
Alright the November blank install is ready and available. There is a very important change the usual procedure as a result of Scaleform4 support:

IMPORTANT: Because Scaleform4 support was added, CLIK assets are no longer included with the blank install. The file size increased too much as a result of having both AS2 and AS3 assets, so they were removed and must be taken from the official install. This means that you no longer delete the Development folder entirely, only the Src folder.

Here is the exact process to use to avoid any errors:
-Install a fresh copy of the official UDK that matches the same month as the blank install.
-Within that new installation, delete the Development/Src and UDKGame folders and everything in them.
-Copy and paste the Src and UDKGame folders from the blank install.
-Fill out the config files with your data--open DefaultEngine.ini (for mobile open MobileEngine.ini as well) and DefaultGame.ini and use the information below to search and replace.
-Do a full recompile using the command line command: UDK.exe make -full.
-Start the editor with the -log argument to monitor if everything worked correctly.

k24101990
11-30-2011, 12:30 AM
thank you so much

k24101990
11-30-2011, 01:31 AM
this version it's work fine ;)

beinghuman
12-21-2011, 12:10 AM
Hi. Thanks for this great package.

I have an issue. I set up a very simple game derived from UDKGame and UDKPlayerController. I have a simple map. It all compiles fine, but when I cook it stalls here:


...
Init: Character set: Unicode
Log: Executing Class UnrealEd.CookPackagesCommandlet

One thing I am unsure about is if I derived all the necessary classes, or if I'm supposed to have some fonts in order for it cook. As of right now I just commented them out.

Thanks.

Buffity
01-21-2012, 09:08 AM
Thank you much for the tutorial on how to do this! It is what I have been searching for! Anyhow, when will the December Blank Install be released? Thanks!

subspark
02-09-2012, 05:32 AM
Hey Sean.

It's been a couple of UDK versions since your last update. With all due respect, what happened? :(
You were always a fairly regular fellow around here - are you still stripping UDK down to size? :confused:
If so, I kindly beg of you, will you update us as to your progress with the December 2011 branch and more recently any progress with this years January release? :D

Cheers,
Sparky.