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View Full Version : Every Unreal Game a Mod?



wildicv
11-09-2009, 08:55 AM
Correct me if im wrong but every game created with the UDK is a mod of the UT game correct? I just write scripts to get the gameplay i want?

Im trying to figure out how to start a game from scratch. By the looks of things i can take two routes ethier creating a script that inherits the UTGame class or by Inheriting the GameInfo class... But im confused on what is the proper way to start a new game.

Demruth
11-09-2009, 09:20 AM
If you want to write a standalone game, do NOT use anything that has "UT" in it. You can't use UT stuff if you want to go commercial.

So, extend GameInfo.

wildicv
11-09-2009, 09:26 AM
Thanks thats what i wanted to know. If i figure out some useful bits ill be sure to share it.

danimal'
11-09-2009, 03:25 PM
I don't think that's true?

Here's my 100% unofficial understanding (based on reading other threads):

- You CANNOT create anything called "Unreal ___". Epic owns IP rights to the Unreal franchise, so this seems reasonably clear to me.
- You CAN use UDK art/assets for NON commercial use, but you CANNOT use any art/assets that aren't yours (so you can't use UDK assets) if you want to go commercial.
- You CAN use all of the unreal scripts provided in a commercial context. For example you could derive your gametype from UTTeamGame.uc and that's ok.

Again, that's my current 100% unofficial understanding, Epic feel free to create a sticky ;)

danimal

Phopojijo
11-09-2009, 03:34 PM
Yeah I'm pretty sure their scripts are fine o.O

Vertigo101
11-09-2009, 04:23 PM
This is some interresting information, Sticky request if more info is added about going commercial

Keyframe
11-09-2009, 06:20 PM
I'd also like to know if we can change the splash screen and startup .bik - even if we must incorporate UDK/bink logo... I'd just like to change the splash screen to reflect my own game if you know what I mean.

aeonflame
11-09-2009, 06:45 PM
I've not tried it, but you might be able to modify it by simply changing the Splash.bmp in:
UDK\UTGame\Splash\PC

I'd assume the same goes for the movie biks in UDK/UTGame/Movies. Just compile your own replacement movie with the RAD video tools: http://www.radgametools.com/bnkdown.htm

Phopojijo
11-09-2009, 06:52 PM
I think he means legally... what is required by contract.

Keyframe
11-09-2009, 06:54 PM
indeed - I want to know if we are allowed to do this. Be it with UDK/bink logos, I don't care as long as I can make my own.

edit:
I'd also like to know if UDK (editor and whole shbang) is required to be distributed with game. Building a project out of nothing is already 100+MB which is bloat to say the least. To be fair it is not a clean project (it has UT stuff I suppose), until I figure out how to build a project from scratch to be clean and lean as possible that's the way it is :D

aeonflame
11-09-2009, 06:57 PM
Apologies. That's what I get for skimming the start of the thread, taking an individual post out of context :)

I can't see anything in the EULA that would disallow this, but then IANAL.

Someone else posted a topic with these questions + more at:
http://forums.epicgames.com/showthread.php?t=706860

Might be worth following that :)

Apathy
11-09-2009, 09:00 PM
I'd also like to know if UDK (editor and whole shbang) is required to be distributed with game. Building a project out of nothing is already 100+MB which is bloat to say the least.

Neither Prometheus, TheBall, or the Whizzle UDK game downloads come with the editor at all. So no, it's apparently not required to be in your game.. The only thing required is the UDK splash screen.

Keyframe
11-09-2009, 09:49 PM
Neither Prometheus, TheBall, or the Whizzle UDK game downloads come with the editor at all. So no, it's apparently not required to be in your game.. The only thing required is the UDK splash screen.

argh, I should've checked out the facts first before flapping my gums. :D I saw udk.exe in whizzle binaries/win32 directory so I took it for granted that it is the UDK itself when it's the exe of the game.