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  1. #1
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    Default Epic Games Releases November 2010 Unreal Development Kit Beta

    CARY, NC (November 24, 2010) – Epic Games, Inc. has released the November 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides uncompromised access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

    Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at www.udk.com/download.

    This month, we’d like to share a brand new trailer that calls attention to Unreal Engine 3 features that help developers create gorgeous environments. Check it out at www.udk.com or at the Epic Games YouTube channel.



    Are you creating something great with UDK? Drop us a line in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are always welcome.

    It’s easy to sign up as a commercial UDK developer online. Our FAQ can help you determine which type of license is right for you.

    Upgrade Notes

    UDK now ships with an additional map, plus many improvements to the Unreal Editor have been made.

    UDKGame

    • The new time of day map (as seen in the new trailer mentioned above) now ships with UDKGame example game content.

    Unreal Editor

    • UDK’s new welcome screen improves functionality.



    • New Absolute Translation mode moves the widget to the mouse location. This is the new default translation scheme.
    • A new widget has been added to combine common translation and rotation operations. This handy tool for level designers is in the prototype phase and is therefore off by default.



    • Several updates to the Rotation Widget have been made. These can be enabled but are off by default.



    • Box selection is now supported in perspective viewports.
    • New version of the MemLeakCheckDiffer tool can be found in \UnrealEngine3\Binaries\MemLeakCheckDiffer.exe.
    • New HeadTracking track for eye/head tracking of skeletal mesh actors in Matinee has been added.
    • When saving a persistent level to a new name, you can now rename all sub-levels as well, specifying a new prefix if necessary.
    • New “move/rename” source control command has been added.
    • Copying multiple soundcues to another package will now default the “Name Suffix” checkbox to false.
    • New 'Highlight Objects Under Cursor' feature to editor viewports (actors and BSP surfaces) has been added.




    • The AnimSet editor now allows you to search an AnimSet for AnimSequence names.



    • The texture viewer now has a checkerboard for better viewing of transparent textures.



    • The option to turn on/off horizontal grid lines between properties in PropertyWindows is now available.
    • Double-clicking on sequence start/finished actions now takes you to the parent sequence.
    • Users should no longer have to triangulate meshes before exporting to FBX.
    • A command line option for rebuilding and checking in levels is now available.
    • The automatic build and submit tool no longer needs every streaming level checked out in order to proceed. http://udn.epicgames.com/Three/AutomatedMapBuild.html

    Miscellaneous Enhancements

    • Sockets in the socket manager are now in alphabetical order.
    • The following Kismet shortcuts have been updated:
      • C + left-mouse-click: Add console event.
      • Removed the "add comment" shortcut ("C").

    • The Toggle Horizontal Dividers setting will now be remembered across sessions.
    • “NO COLLISION” warnings will again be displayed for static meshes and fractured static meshes on their thumbnail icons.
    • The nFringe script debugging is now supported with 64-bit UE3 executables.
      • You will need the latest version of nFringe (version nFringeSetup-pre-1.1.34.193 or later).

    • The FBX SDK has been upgraded to FBX SDK 2011.3.1.
      • With this upgrade meshes no longer need to be triangulated before importing to UE3.


    Updated UDN Pages
    http://udn.epicgames.com/Three/Scale...icalGuide.html
    http://udn.epicgames.com/Three/GameplayDebugging.html
    http://udn.epicgames.com/Three/Examp...Tutorials.html
    http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
    http://udn.epicgames.com/Three/UDKCommunityLinks.html
    http://udn.epicgames.com/Three/MeshPipeline.html
    http://udn.epicgames.com/Three/UE3MinSpecs.html
    http://udn.epicgames.com/Three/Anima...icalGuide.html
    http://udn.epicgames.com/Three/UDKProgrammingHome.html
    http://udn.epicgames.com/Three/EditorHotkeys.html
    http://udn.epicgames.com/Three/Parti...rTutorial.html
    http://udn.epicgames.com/Three/HUDTechnicalGuide.html
    http://udn.epicgames.com/Three/Canva...icalGuide.html
    http://udn.epicgames.com/Three/FullScreenMovie.html
    https://udn.epicgames.com/Three/StatsDescriptions
    http://udn.epicgames.com/Three/WebServer.html
    http://udn.epicgames.com/Three/Tutorials.html
    http://udn.epicgames.com/Three/Scaleform.html
    http://udn.epicgames.com/Three/UserGuides.html
    http://udn.epicgames.com/Three/Integ...rsProgram.html
    http://udn.epicgames.com/Three/VisualizeTexture.html
    http://udn.epicgames.com/Three/MaterialExamples.html
    http://udn.epicgames.com/Three/MaterialsCompendium.html
    http://udn.epicgames.com/Three/DevelopmentKitHome.html
    http://udn.epicgames.com/Three/ConsoleCommands.html
    http://udn.epicgames.com/Three/SoftMasked.html
    http://udn.epicgames.com/Three/MotionBlurSkinning.html
    http://udn.epicgames.com/Three/MotionBlurSoftEdge.html
    http://udn.epicgames.com/Three/MotionBlur.html
    http://udn.epicgames.com/Three/ColorGrading.html
    http://udn.epicgames.com/Three/ContentCooking.html
    http://udn.epicgames.com/Three/MapErrors.html
    http://udn.epicgames.com/Three/Comma...Arguments.html
    http://udn.epicgames.com/Three/ContentBlog.html
    http://udn.epicgames.com/Three/Bloom.html
    http://udn.epicgames.com/Three/MaterialsTutorial.html
    http://udn.epicgames.com/Three/Mater...UserGuide.html
    http://udn.epicgames.com/Three/StaticMeshMode.html
    http://udn.epicgames.com/Three/Shade...2Fallback.html
    http://udn.epicgames.com/Three/Devel...radeNotes.html
    http://udn.epicgames.com/Three/AutomatedMapBuild.html
    http://udn.epicgames.com/Three/Anima...ionDialog.html
    http://udn.epicgames.com/Three/Anima...lgorithms.html
    http://udn.epicgames.com/Three/UDKCo...ationHome.html

    Community Links

    UDK Forums: www.udk.com/forums
    UDK Developers on LinkedIn: www.linkedin.com/groups?gid=2493123
    UDK on Facebook: www.facebook.com/pages/UDK/183744733429
    Epic Games on Twitter: www.twitter.com/EpicGames

    © 2010, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Development Kit, Unreal Editor, Unreal Engine, AnimSet Editor, Unreal Content Browser, Unreal Kismet, Unreal Lightmass, Unreal Matinee and UnrealScript are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are the property of their respective owners.

    ###
    Last edited by Flak; 11-24-2010 at 01:51 PM.
    Community Coordinator
    Epic Games, Inc.

  2. #2
    MSgt. Shooter Person
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    Default

    the new translation widgets seem to be very nice,
    also the highlighting below the cursor will be very convenient when trying to grab a particularly illusive mesh, thanks for that!

    will download asap
    Last edited by freek3d; 11-24-2010 at 04:16 PM.

  3. #3
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    Default

    The new water and fire particle systems are just awesome. Thanks!

  4. #4
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    great stuff. can we get GFxGameViewportClient.uc released for flash based loading screens in the next drop please?
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  5. #5
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    The Night and Day map CRAWWLLLS on my PC everything else runs great.

  6. #6
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    New HeadTracking track for eye/head tracking of skeletal mesh actors in Matinee has been added.

    Humm. Will this work with headtracking systems like TrackIR or Freetrack?
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  7. #7
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    Well, just like October version, November one is also crashing here on my computer when I try to run a newly created simple level.
    Log:
    Log: Log file open, 11/25/10 02:00:23
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    Init: Version: 7546
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Nov 18 2010 15:25:51
    Init: Changelist: 703463
    Init: Command line: editor
    Init: Base directory: D:\UDK\UDK-2010-11\Binaries\Win32\
    DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini
    [0000.26] Init: Computer: ALEX-PC
    [0000.27] Init: User: Alex
    [0000.27] Init: CPU Page size=4096, Processors=2
    [0000.27] Init: High frequency timer resolution =1.785947 MHz
    [0000.27] Init: Memory total: Physical=2.0GB Pagefile=3.0GB Virtual=2.0GB
    [0000.27] Log: STEAMWORKS initialized 0
    [0000.36] Init: WinSock: I am ***** (**.***.***.***:*)
    [0000.36] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.36] Init: Object subsystem initialized
    [0000.48] Log: Shader platform (RHI): PC-D3D-SM3
    [0002.43] Log: PhysX GPU Support: DISABLED
    [0002.44] Init: Initializing FaceFX...
    [0002.45] Init: FaceFX 1.7.3.1 initialized.
    [0008.15] Init: Finished loading startup packages in 5.26 seconds
    [0008.18] Log: 73580 objects as part of root set at end of initial load.
    [0008.18] Log: 0 out of 0 bytes used by permanent object pool.
    [0008.18] Log: Supported Consoles:
    [0008.18] Log: PC
    [0008.18] Log: Initializing Engine...
    [0008.40] Log: Encountered missing default brush - spawning new one
    [0008.41] Init: UEngine initialized
    [0008.41] Log: Primary PhysX scene will be in software.
    [0008.41] Log: Creating Primary PhysX Scene.
    [0008.44] Init: Transaction tracking system initialized
    [0008.47] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0008.47] Log: Can't find edit package 'OnlineSubsystemLive'
    [0010.15] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
    [0010.23] Warning: The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpIn01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0010.23] Warning: Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01'
    [0010.23] Warning: The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpOut01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0010.23] Warning: Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01'
    [0010.23] Init: XAudio2Device initialized.
    [0010.36] Init: Client initialized
    [0010.36] Init: Editor engine initialized
    [0010.60] Log: Initializing Engine Completed
    [0010.60] Log: >>>>>>>>>>>>>> Initial startup: 10.60s <<<<<<<<<<<<<<<
    [0010.72] Cmd: MODE MAPEXT=udk
    [0011.11] SourceControl: Source Control disabled in UDKEditorUserSettings.ini. [SourceControl] has Disabled=True
    [0020.37] Log: TIMER ALL OF INIT : [17.916283]
    [0038.67] Cmd: MAP LOAD FILE="D:\UDK\UDK-2010-11\UDKGame\Content\Maps\Teste.udk"
    [0038.92] Log: Encountered missing default brush - spawning new one
    [0039.87] Log: -- Checking Building LODs
    [0039.89] Log: Primary PhysX scene will be in software.
    [0039.90] Log: Creating Primary PhysX Scene.
    [0039.91] Log: Finished looking for orphan Actors (0.015 secs)
    [0039.95] Cmd: MAP CHECKDEP DONTCLEARMESSAGES
    [0047.03] Log:
    ==== Worlds needing PIE Save:
    [0047.03] Log: ==== 0 total
    [0047.03] Cmd: MAP LOAD PLAYWORLD=1 FILE="D:\UDK\UDK-2010-11\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIETe ste.udk"
    [0047.05] Log: Finished looking for orphan Actors (0.014 secs)
    [0047.05] Log: Game class is 'UTGame'
    [0047.13] Log: Primary PhysX scene will be in software.
    [0047.13] Log: Creating Primary PhysX Scene.
    [0047.13] Log: Bringing World UEDPIETeste.TheWorld up for play (0) at 2010.11.25-02.01.10
    [0047.19] Log: Bringing up level for play took: 0.077474
    [0047.31] ScriptWarning: Accessed None 'MapInfo'
    GFxMinimap Transient.GFxMinimapHud_0:GFxMinimap_0
    Function UTGame.GFxMinimap:Init:00F2
    [0047.32] ScriptWarning: Accessed None 'OnlineSub'
    UTPlayerController UEDPIETeste.TheWorld:PersistentLevel.UTPlayerContr oller_0
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:00 33
    [0047.32] ScriptWarning: Accessed None 'OnlineSub'
    UTPlayerController UEDPIETeste.TheWorld:PersistentLevel.UTPlayerContr oller_0
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02 D1
    [0047.32] ScriptWarning: Accessed None
    UTPlayerController UEDPIETeste.TheWorld:PersistentLevel.UTPlayerContr oller_0
    Function UTGame.UTPlayerController:ClientSetOnlineStatus:02 E5
    [0047.32] Log: PIE: play in editor start time for UEDPIETeste 0.534
    [0047.34] ScriptWarning: Accessed None 'MapInfo'
    GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
    Function UTGame.GFxMinimap:Init:00F2
    [0047.52] Cmd: SETSOUNDMODE Default
    [0047.52] ScriptLog: START MATCH
    [0047.54] ScriptWarning: Accessed None 'MapInfo'
    GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
    Function UTGame.GFxMinimap:UpdateData:0015
    [0047.73] Critical: appError called: Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVer texShader9**)VertexShader.GetInitReference()) failed
    at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src \D3D9Shaders.cpp:12
    with error D3DERR_INVALIDCALL
    [0047.73] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0063.88] Critical: appError called: Rendering thread exception:
    Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVer texShader9**)VertexShader.GetInitReference()) failed
    at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src \D3D9Shaders.cpp:12
    with error D3DERR_INVALIDCALL

    Address = 0x75009617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    Address = 0x5a3491 (filename not found) [in D:\UDK\UDK-2010-11\Binaries\Win32\UDK.exe]
    Address = 0x5d4b03 (filename not found) [in D:\UDK\UDK-2010-11\Binaries\Win32\UDK.exe]

    [0063.88] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0063.88] Log: === Critical error: ===
    Rendering thread exception:
    Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVer texShader9**)VertexShader.GetInitReference()) failed
    at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src \D3D9Shaders.cpp:12
    with error D3DERR_INVALIDCALL

    Address = 0x75009617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    Address = 0x5a3491 (filename not found) [in D:\UDK\UDK-2010-11\Binaries\Win32\UDK.exe]
    Address = 0x5d4b03 (filename not found) [in D:\UDK\UDK-2010-11\Binaries\Win32\UDK.exe]
    Last edited by xnasorcerer; 11-25-2010 at 03:03 AM.
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  8. #8
    MSgt. Shooter Person
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    Beautiful trailer, downloading the new beta right now.

    I like the editor changes mentioned but one MAJOR tweak still missing is to the static mesh painting tool. It is still the same cumbursome one from before. Please make mesh painting similar to terrain texture painting in next release (basically, no "hold -this key- to paint drama"). I have huge streaming levels to work on and I am still avoiding placing smaller meshes like grass and rocks cause of this (I tend to go into way too much detail placing doodads like that..).

    Anyways, going to give the new release a try. Can't wait to CnP the rain effects and day-night cycle from the new map.

  9. #9
    MSgt. Shooter Person
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    Does this version have IOS support?

  10. #10
    Prisoner 849
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    Since the "UISceneClient.MousePosition" are still not updated and therefor cant be used to get the current mouse position anymore, i assume this wont be "fixed" in the future either?

    So u should remove those variables since they serve no purpose anymore.

  11. #11
    MSgt. Shooter Person
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    Well, the foliage demo map surprisingly runs faster than the last time I remember (getting 45+ FPS everywhere) on my PC. The "Night and Day" map was like 15-30 FPS :P but looked great neverthless. I am sure I can borrow some effects here and there and optimise it for my PC/game.

    All in all, everything else is stable and fine, another fine release from EPIC.



    Now about that static mesh painting feature I have been whining about..

  12. #12
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    Night and Day ran here at sub-1 fps, without even making my processor break a sweat. I could hear my video card screaming NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO though.

    Foliage Demo ran at 60fps, but my CPU went from it's normally running temp of 45deg to an overheat at 80degrees after only about a minute. Very strange, one on each extreme, CPU bound vs GPU bound.
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  13. #13
    Skaarj
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    This new build seems pretty crash happy relative to the October build. Had it crash twice now while I was doing some tricky selecting, I'd paste the log but I do not know where to find it if there is one that is.

    Note for those getting terrible FPS on the Day Night map, Post Processing is cranked up quite a bit. I noticed a good amount of depth of field and blurring, looks real nice though.

    Also I noticed missing materials when I loaded my test map, I know that stuff is for prototyping only but it's kinda annoying when I need to repaint my terrain because the cliff texture is missing (might just be they changed the name of the material, I didn't check).

    On an unrelated note (or related since someone brought it up already in this thread):

    When UDK gets mobile support, that's when **** will get real. These forums are most likely going to explode with new aspiring devs. Although I don't look forward to the Android market getting flooded with eight thousand "MyTestGame" clones.
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  14. #14
    MSgt. Shooter Person
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    im going to guess most people are under teh recommended specs that include 8gb of memory.
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  15. #15
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    Quote Originally Posted by Blade[UG] View Post
    Night and Day ran here at sub-1 fps, without even making my processor break a sweat. I could hear my video card screaming NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO though.

    Foliage Demo ran at 60fps, but my CPU went from it's normally running temp of 45deg to an overheat at 80degrees after only about a minute. Very strange, one on each extreme, CPU bound vs GPU bound.
    lol yea, my vid card was getting so loud, I stopped it because I was scared the fan was going to shoot off hehe.
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  16. #16

    Default

    When I run the night and day the fan going too fast and after 3 min the pc shutdown ....what's up here?
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  17. #17
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    NightAnddayMap is an extreme presentation, that will drive your video card to the maximum. If you're shutting down, it sounds like you have significant heat problems inside your computer, and need to significantly increase the airflow. Your fans are built to take care of this problem, but it sounds like you either need better fans, need to clean the dust out of the computer, and/or need to increase general airflow overall. If you're overclocking things, don't.

    Setting the system settings to "lowend" didn't increase my fps on it, was kind of funny really.
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  18. #18

    Default

    Hello everyone! I just downloaded the November Beta. It's awesome and i'm loving the new addition.

    I have a quick question. the "NightandDay" Map Has so many Post Processing effects, How would I be able to "dissect" the level fly-through and check out all of the properties? for example I would like to see how they did the night to day transitions, rain, depth of field (like at the flower cinema part), ect.

    I believe I should start with kismet and the matinee, (not sure) though
    sorry for the noob question and thank you for your time.

    This is for a class I'm in and I would like to do an advance level presentation.


 

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