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  1. #1
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    Gamertag: Fl4k

    Default January UDK Beta Released

    Epic Games has released the January 2010 UDK Beta, a free, updated version of the Unreal Development Kit (UDK).

    Epic is committed to providing the UDK community with regular software releases free of charge, and the latest beta is available now at www.udk.com/download.

    Do you need to get your UDK game in front of a publisher? Epic wants to hear from you!

    Also, please check out our updated technical, legal and licensing FAQs:

    http://udn.epicgames.com/Three/DevelopmentKitFAQ

    An extensive list of new additions and improvements included with this version is available at:

    http://udn.epicgames.com/Three/Devel...s.html#January 2010: UDKInstall-2010-01-BETA

    • decal improvements
      • lit translucent decals are now supported
        • allows much better blending of decal edges into the environment
      • shadowmap support for decals
        • works for both static and dynamic shadow maps and allows for decals to receive shadows from dominant directional lights as well as toggleable lights
        • works when decal is attached to texture and vertex lightmapped
    • Animtrails: animation driven trail emitters
    • ongoing UTGame de-nativization
      • Moving UTGame specific C++ functionality that didn't need to be in C++ back into UnrealScript
      • This makes it easier for UDK developers to see how we implemented this functionality, and has also resulted in new engine functionality being exposed to script.
        • Notable examples include the new SVehicle physics interface functions and making it possible to tick skeletal controllers and UTUIScenes in script.
    • fixed Lightmass generating directional lighting being flipped in the texture's V direction


    Updated UDN Documentation

    * http://udn.epicgames.com/Three/DirectoryLayout.html
    * http://udn.epicgames.com/Three/LocalizedTextFiles.html
    * http://udn.epicgames.com/Three/Local...Reference.html
    * http://udn.epicgames.com/Three/UnrealScriptStructs.html
    * http://udn.epicgames.com/Three/UnrealPackages.html
    * http://udn.epicgames.com/Three/RemoteControl.html
    * http://udn.epicgames.com/Three/ScriptProfiler.html
    * http://udn.epicgames.com/Three/DialogSystem.html
    * http://udn.epicgames.com/Three/ParticleExamples.html
    * http://udn.epicgames.com/Three/Parti...Reference.html
    * http://udn.epicgames.com/Three/CollisionReference.html
    * http://udn.epicgames.com/Three/Devel...ptProject.html
    * http://udn.epicgames.com/Three/DominantLights.html
    * http://udn.epicgames.com/Three/FractureTool.html
    * http://udn.epicgames.com/Three/PhysicalMaterial.html
    * http://udn.epicgames.com/Three/TerrainDesign.html
    * http://udn.epicgames.com/Three/Terra...UserGuide.html
    * http://udn.epicgames.com/Three/SettingUpTerrain.html
    * http://udn.epicgames.com/Three/UsingTerrain.html
    * http://udn.epicgames.com/Three/Parti...rTutorial.html
    * http://udn.epicgames.com/Three/ViewModes.html
    * http://udn.epicgames.com/Three/StatsDescriptions.html

    Additional documentation, code samples and more are available at the Unreal Developer Network (UDN):

    http://udn.epicgames.com/Three/DevelopmentKitHome.html

    Join the UDK user group on LinkedIn:


    http://www.linkedin.com/groups?gid=2493123

    Check out UDK on Facebook:

    http://www.facebook.com/pages/UDK/183744733429
    Last edited by Flak; 01-17-2010 at 07:44 AM.
    Community Coordinator
    Epic Games, Inc.

  2. #2
    MSgt. Shooter Person
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    Gamertag: LennardF1989

    Default

    You can download the MyDiff between December and the January release here:

    MyDiff-December-January.txt

    It's a download now because there are soo many changes the number of characters is to high for this post. Because of this, it is recommended to port over your project if you work of the UDK directory.

    Enjoy.

  3. #3
    MSgt. Shooter Person
    Join Date
    Nov 2009
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    Default

    It seems that the January build messes up the jerry-rigged SSE2 fix.

    I'm not 100% sure of this but I'll keep trying to find out.

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2009
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    122

    Default

    hi lennard, yeah seems like it's better to port my project instead of replacing files, i have a question for this, how can i "send" or export some custom postprocess fx and materials from one library to the new library in the january version? thanks in advance!

  5. #5
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    Above KillZ, Below StallZ
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    Default

    lennard, any chance you've got an actual diff of the src folder? i can make one, just not at home to do it right now, and was thinking about it


 

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