Probably not, but it'd be nice if the tool works with UDK's new system.
Probably not, but it'd be nice if the tool works with UDK's new system.
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But such huge landscapes aren't possible with the UDK's default scaling anyway, is it? That hard limit of 10k UU (or was it 100k? Still seems pretty short if you want to go for real massive maps in a Crysis scale) might be some kind of a problem they should work out if they go for a new landscape system. I never tried it myself, but I read about people who quickly encountered an invisible barrier behind which they would die immediately.
Or simply add some general scaling value that automatically scales all meshes, calculations and so on on a per-map basis so that it fits within the limit.![]()
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I think AITree and such code will be debuting at GDC alot like how ScaleForm debuted at GDC last year. (at least I think it did)
I can tell you what won't be in the release, or any other release. Any updates, fixes or general improvements to the UDK audio system! Seriously, There are so many audio updates that we need. Both to the system, and to the documentation. Please remember, audio is a big part of the game experience, and we could use a little consideration once in a while.
And it's out, so let's see for ourselves rather than speculating.
Edit: Nothing spectacular this time, just some patches, updates and cleaning up. (not saying that's not good of course)
Last edited by Graylord; 02-14-2011 at 03:08 PM.
@graylord - that's not a bad thing. i don't expect them to have new features/huge changes with each release. seeing as february is a short month, i don't expect to see a whole lot of changes in next month's release either. if you ask me, they should go every two months releases instead. that way we'll get some substantial changes with each releases instead of these monthly ones. :P
Tom,
There have been at least a few major changes to the audio system since UDK came out, inparticularly support for non-2.0/5.1 channel configurations. Of course, there's a significant annoyance in that the system actually follows specs, and if you move from a 5.1 to a 7.1, the channels that used to be rear channels now become side channels .. which effectively makes building things that take advantage of 5.1 positioning compatible with 7.1 impossible.. however, that's how the stupid specs for the stuff went.
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- Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks
couldnt agree more.
having a decent audio system would push udk well above every other engine out there.
or at least some support for 3rd party audio solutions would be good, vst, wwave, or anything else at all.
detailed documentation would make it more feasable to take advantage of whats there already to create our own audio systems.
looking at the audio related classes is just about useless, most of them are empty, the ones that arnt dont give enough information to do anything with.
an example of how to use GeneratePcmData() would open it right up (please mr epic?)
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Where's the "What surprises do you think Epic has for us in the March 2011 UDK beta release ?" thread?![]()
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