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  1. #1
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    Default Epic Games Releases February 2011 Unreal Development Kit Beta

    February 14, 2010 – Epic Games, Inc. has released the February 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides 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.


    Look for exciting news from the Game Developers Conference, which will be held February 28 to March 4 in San Francisco. Epic will be demonstrating major new features and upgrades to Unreal Engine 3 at the show.
    UDK projects can be promoted to the community in the Works in Progress forum and the Released Projects forum.


    It’s easy to sign up as a commercial UDK developer online. Have questions? Check out our FAQ.

    February Beta Upgrade Notes

    Unreal Editor

    • New preferences enable bracket visuals for selected actors in all editor modes.
    • New motion blur preview is active and can be disabled by showing flags.
    • Additional improvements were made to mobile Unreal Kismet support.

    Unreal Matinee

    • Visibility tracks in Matinee can now be previewed by scrubbing the timeline slider.

    Rendering

    • Modulative decals can now be correctly influenced by fog.

    Skeletal Mesh

    • UDK now supports 32-bit index buffers for skeletal meshes which have more than 65,535 vertices.

    Steam

    • UDKGame now has additional Steam integration examples.
    • Substantial updates have been made to the Steam online subsystem.

    FBX Importer

    • The FBX import pipeline has received improvements for importing and re-importing base LODs for static and skeletal meshes via the FBX pipeline.

    Bink Video

    • Upgraded Bink to version 1.99a, which fixes problems with 5.1 surround sound.

    Updated UDN Pages


    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
    Unreal Engine on Twitter: www.twitter.com/UnrealEngine


    © 2011, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Development Kit, UDK, Unreal Editor, Unreal Engine, UE3, AnimSet Editor, Unreal Content Browser, Unreal Frontend, 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.
    Community Coordinator
    Epic Games, Inc.

  2. #2
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    Flak, how much more verts is now supported? Instead of 65k, thanks : ]

  3. #3
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    Default

    65,535 is the max value for 16-bit. For 32-bit, I believe you would be looking at something in the neighborhood of 4,294,967,295? I don't think it is a limit you will be hitting anytime soon.

  4. #4
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    ahhh so its exponential, well thank you very much those people wanting to make racing games like Gran Tourismo 4 can make detailed cars now .

  5. #5
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    ...February 28... ...San Francisco... ...Epic... ...major new features?

    You've caught my attention.

  6. #6
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    Quote Originally Posted by ffejnosliw View Post
    65,535 is the max value for 16-bit. For 32-bit, I believe you would be looking at something in the neighborhood of 4,294,967,295? I don't think it is a limit you will be hitting anytime soon.
    @ffejnosliw is any information on Terrain?

  7. #7
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    Anyone else having trouble setting the engine to DX10 or 11? AllowD3D10=true no longer appears to have any effect as of this build.

  8. #8
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    Yeah, kinda saw this coming, but looking forward to seeing the new features.

    Everyone keeps saying new terrain which I too would like to see. If there is one, my main concern is some sorta conversion tool for being able to port old terrain over to the new terrain system, I'd pull my hair out if that isnt possible.

  9. #9
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    It should be as easy as exporting terrain as height map.

  10. #10
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    Quote Originally Posted by Dregoloth View Post
    ...February 28... ...San Francisco... ...Epic... ...major new features?

    You've caught my attention.
    Indeed, I hope for new terrain system and moar Androids.

  11. #11
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    Quote Originally Posted by Nawrot View Post
    Indeed, I hope for new terrain system and moar Androids.
    although its good to play games on phones and stuff, android and even ios seems a total waste of a good engine.
    its about as much point as trying to drive a ferrari in your bathroom.
    ios graphics looks pretty similar to a ps1 to me.
    i hope this ace new feature is a bit more interesting than that.
    Last edited by tegleg; 02-15-2011 at 07:55 PM.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    Please ask questions in the forum, NOT a private message
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  12. #12

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    Skeletal Mesh

    UDK now supports 32-bit index buffers for skeletal meshes which have more than 65,535 vertices.


    help me!!!How do you do to run the UDK 32bit on Windows 7 64bit?
    Last edited by arcshiri; 02-16-2011 at 06:37 AM.

  13. #13
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    uhmm 32 bit index buffer in skeletal meshes has nothing to do with 32 or 64 bit udk?

  14. #14

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    Thank, TheAgent!

    Quote Originally Posted by ffejnosliw View Post
    65,535 is the max value for 16-bit. For 32-bit, I believe you would be looking at something in the neighborhood of 4,294,967,295? I don't think it is a limit you will be hitting anytime soon.
    I do not understand how to import more than 65.535, or other reasonable means.

  15. #15
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    Quote Originally Posted by arcshiri View Post
    Skeletal Mesh

    UDK now supports 32-bit index buffers for skeletal meshes which have more than 65,535 vertices.


    help me!!!How do you do to run the UDK 32bit on Windows 7 64bit?
    Run Binaries\Win32\udk.exe instead of Binaries\udk.exe
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  16. #16
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    Quote Originally Posted by Blade[UG] View Post
    Run Binaries\Win32\udk.exe instead of Binaries\udk.exe
    wait shouldnt it not matter if its 32-bit version of udk or 64 bit?

  17. #17
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    Quote Originally Posted by Havoc89 View Post
    Yeah, kinda saw this coming, but looking forward to seeing the new features.

    Everyone keeps saying new terrain which I too would like to see. If there is one, my main concern is some sorta conversion tool for being able to port old terrain over to the new terrain system, I'd pull my hair out if that isnt possible.
    A new terrain system? Does that means that the current one shouldn't be used anymore?
    If so, that explains why UDK keeps crashing at random places when I am trying to create and edit a terrain.
    Last edited by xnasorcerer; 03-07-2011 at 01:29 AM.
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  18. #18
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    I was reading about the new improvements and I have a suggestion:

    The new Align to Floor editor lets you snap actors using their pivot point.

    This option could be changed to work like the way this game engine is doing. Take a look at how it add objects: http://www.youtube.com/watch?v=DkxH5...&feature=feedu
    My Youtube videos

    My notebook ( Clevo W860CU ) specs are:

    -OS: Windows 7 64bits
    -Processor: i7 Q720 1.60GHz
    -Memory: 8Gb RAM
    -Graphic card: NVIDIA Geforce GTX 460M

  19. #19
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    Will UDK also support voxel smoke in the upcoming March 2011 release ?


 

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