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  1. #1
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    Default May UDK Beta Released

    Epic Games Releases May 2010 Unreal Development Kit Beta

    CARY, NC (May 25, 2010) – Epic Games, Inc. today released the May 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 simulations, 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.
    New UDK games: We regularly post information about the best UDK games and applications at www.udk.com/showcase. Check out these exciting projects:

    • Angels Fall First: Planetstorm, a multiplayer sci-fi war game fought in space and on the ground. Crew gigantic capital ships in first person, pilot fighters and launch dropships to board other vessels, or wield advanced ground assault vehicles, infantry and aero-craft to achieve victory.
    • Bounty Arms, a classic 3D side-scrolling action game. Battle a range of enemies across the galaxy, join up with comrades, unlock hidden doors to secrets and collect power-ups that alter your character and weapons.
    • Hazard: The Journey of Life, a philosophical first-person, single-player exploration puzzle art game. The game presents no goals directly; rather, it is up to players to create goals based on what they know of the world.

    Are you working on something you want the world to see? Display your work in the Project Show-Off forums.
    Don’t forget, you can now purchase a commercial UDK license over the web. It’s easy and secure.
    Many notable additions and improvements are included with this month’s beta release:

    • Scaleform GFX user interface solution now available!
    • Steam is now the default system for handling online services.
    • Make more beautiful games with light shafts, exponential height fog, color grading and many other new technological advances.
    • Save time and enjoy better performance with dozens of engine upgrades.

    Scaleform GFx




    Steam


    • Steam is now the default OnlineSubsystem for UDKGame Win32
    • Steam handles all online services, including matchmaking, friends and server browsing

    Light Shafts (screenshot)



    Exponential Height Fog (screenshot)


    • New kind of global fog with density that decreases with height
    • Never creates a hard line (unlike standard fog); supports one layer
    • Can specify both "towards the light" and "away from the light" colors
    • Rendering cost similar to two layers of constant density height fog
    • Can now use different colors for the hemisphere facing the light and vice versa

    Color Grading Blending (screenshot)



    Editor


    • UDK now supports running 64-bit binaries for the editor
    • Added ‘search by object’ type to Kismet
    • New mesh emitter camera facing option: "Apply Particle Rotation As Spin"
    • Editor now shows up in system tray while starting up (and Alt+Tab works!)
    • Can now capture content browser thumbnails from PIE viewports
    • Added ability to tint editor icons similar to Point Lights
    • PNGs can now be imported as textures; RGB and RGBA formats are supported
    • Viewports
      • New Alt+F/G/H/J shortcuts to switch between viewport types
      • Greatly reduced the time it takes for volume visibility updates


    Installer


    • Now being localized for
      • INT - English
      • FRA - French
      • ITA - Italian
      • DEU - German
      • ESN - European Spanish
      • ESM - Latin American Spanish
      • RUS - Russian
      • HUN - Hungarian
      • CZE - Czech
      • SLO - Slovakian
      • POL - Polish
      • JPN - Japanese
      • CHN - Simplified Chinese
      • KOR - Korean


    Editor Fixes


    • Materials can no longer be placed as decals unless the decal usage flag is set
    • Fixed fog volumes being created when dropping materials sometimes
    • Fixed support for non-standard languages

    FBX Importer


    • Added support for rigid animation!
    • FBX import settings are now remembered between sessions
    • Importer will detect the type of asset to import by peeking at the FBX file
    • New import option to override naming of imported assets
    • Textures can now be imported (with or without a material being created)
    • The FBX import dialog has been improved
    • Updated to the latest FBX SDK (2011.2)
    • Can now re-import skeletal meshes from FBX files
    • Fixed smoothing group warning dialog spam on mesh import

    UDKGame


    • Scaleform / UI
      • Added (prototype) Scaleform-based front end and HUD to UDKGame
      • Added GFx example content to ExampleMap
      • Scaleform implementations of HUD, Pause Menu, Scoreboard

    • Code clean-up
      • Moved UT-specific functionality from Weapon to UTWeapon
      • Moved HUDIcons and HUDCoords properties from UDKVehicleBase to UTVehicle
      • Cleaned up UDK default engine.inis down to two
      • Moved DeathTime from UDKPawn to UTPawn
      • Removed unused UDKPawn property LookYaw
      • Removed PlayFiringSound() call from Weapon.FireAmmunition() (not implemented for any game except UTGame)
      • Moved bio death material effect system from UDKPawn to UTPawn

    • Enabled tone mapping and color grading support to UDK
      • Enabled by default now so all scenes will receive contrast-enhancing tone mapping

    • Misc
      • Changed input handling of controller demo to not recurse, therefore stopping the CLIK button from swallowing the GAMEPAD_A event
      • Spawn player as spectator if ?causeevent=flythrough is passed on the commandline
      • Set bFixedPlayerStart=true, bForceRespawn=true, and bQuickStat=true if ?causeevent=flythrough is passed on the commandline


    Swarm


    • Fixed several issues related to version numbers and matching Agents to Jobs
    • Change usage of "localhost" to using the localhost IP address (127.0.0.1) instead

    Gameplay Profiler



    Attachment Editor


    • Draw bone/socket label on connector for actors attached to skeletal meshes
    • Allow nodes to be manually moved around
    • Allow attachments to be made in a more 'Kismet like' way

    NavMesh


    • Lots of runtime navmesh optimizations (mostly related to dynamic submesh builds)
      • Huge speed gains


    AnimSet Viewer


    • Added copy and paste animations to the AnimSet browser
    • New options for calculating Bone Break
      • Default: Both meshes have to influence to use rigid
      • Auto Detect Rigid: Detects rigid when soft body misses the weight
      • Alternate weight preferred: Second weight has more priority

    • Added "Delete selected bone weighting" option
    • "Toggle Mesh Weights" option
      • Displayed if there is a valid set of weights for the current LOD
      • Otherwise, the option is disabled

    • Added info to display chunks/sections when swapping vertex weights

    Max Quality Mode


    • Added MaxQualityMode option for taking high-resolution screenshots
    • Increases texture res and shadow quality regardless of performance

    Property Multi-Select and Cut-Paste


    • Control-Click on properties to add to selection
    • Control-C, Control-V or right click to copy and paste!

    Lighting Changes


    • Improved unbuilt lighting performance
    • Changed bUseBooleanEnvironmentShadowing to default to TRUE for best performance
      • Light environments will not receive dynamic shadows from the static environment unless bUseBooleanEnvironmentShadowing is changed back to false!

    • Primitives with bShadowIndirectOnly=true no longer cast dynamic shadows
    • Added bForceNoPrecomputedLighting to WorldInfo, allowing maps with fully dynamic lighting to skip time-consuming light building during a full rebuild
    • Hid light environment settings that are rarely used, edge cases, or only set by gameplay code to simplify the interface

    Scene Capture Optimizations


    • 'Max View Distance Override': Set a culling distance for objects rendered into the reflection
    • 'Skip Update If Owner Occluded': Skip rendering to the scene capture entirely if it's not going to be visible
    • 'Skip Rendering Depth Prepass': Controls whether a depth prepass is performed when rendering the scene capture
    • Capture will be culled if last-bound time of the render target texture is more than a second ago

    Rendering


    • Added map check warning for large shadow casters unless they have bAcceptsDynamicDominantLightShadows=false
    • New mesh emitter camera facing option: bApplyParticleRotationAsSpin
    • Changed bRenderAsVelocity to default to TRUE for RadialBlurComponents as they are much faster to render this way
    • Mesh area lights now affect dynamic objects!
      • UE3 creates a spotlight at the center of the emissive area which is applied to dynamic objects

    • Added a new volume type: LightmassCharacterIndirectDetailVolume
      • Lightmass generates higher density indirect character lighting samples inside these volumes
      • Useful for sections where characters are not over static ground, e.g., elevators


    UDN Documentation



    Warnings


    • Exporting TGAs is temporarily broken and results in weird interlaced images

    Upcoming changes (as of the next UDK build)


    • SM2 support will be removed

    Additional notes, code samples and more are available at the Unreal Developer Network (UDN):
    http://udn.epicgames.com/Three/DevelopmentKitHome.html

    Community links:
    UDK LinkedIn user group: www.linkedin.com/groups?gid=2493123
    UDK on Facebook: www.facebook.com/pages/UDK/183744733429
    Epic Games on Twitter: www.twitter.com/EpicGames

    ę 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; 05-25-2010 at 12:53 PM.

  2. #2
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    Nice! was waiting for this :P

  3. #3
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    The download link goes to http://download.udk.com/temp/UDKInst...10-05-BETA.exe which is forbidden, still copying?

    *edit* http://www.udk.com/udkdownload the image goes to http://download.udk.com/UDKInstall-2010-05-BETA.exe
    and the "Download EXE" text goes to http://download.udk.com/temp/UDKInst...10-05-BETA.exe which is wrong.
    Last edited by Sarcen; 05-25-2010 at 11:11 AM.

  4. #4
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    Can't wait to get my teeth into this!

  5. #5
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    Default

    Quote Originally Posted by Sarcen View Post
    The download link goes to http://download.udk.com/temp/UDKInst...10-05-BETA.exe which is forbidden, still copying?

    *edit* http://www.udk.com/udkdownload the image goes to http://download.udk.com/UDKInstall-2010-05-BETA.exe
    and the "Download EXE" text goes to http://download.udk.com/temp/UDKInst...10-05-BETA.exe which is wrong.

    Thank you Fixed!
    Player Experience Specialist
    Stacey Conley
    Epic Games, Inc.

  6. #6
    Skaarj
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    Awesome! Downloading!

    edit:
    404 error:

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

    Is this licensee only or something?
    Last edited by eXeC; 05-25-2010 at 11:36 AM.

  7. #7
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    That will be pushed live soon!
    Player Experience Specialist
    Stacey Conley
    Epic Games, Inc.

  8. #8

  9. #9
    Iron Guard
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    me too!

  10. #10
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    Quote Originally Posted by Flak View Post
    That will be pushed live soon!
    Thanks ill download it tonight

  11. #11
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    For a strange reason I can't start the editor, I got no problems with the FrontEnd. I can start maps and all, just not the damn editor.
    When I want to start it I just get "error occured 0xc000007b", whatever that means. I found out it's a stop error, doesn't really help to solve the problem.

  12. #12
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    Light shafts like in Crysis ? Jesus fuc***g Christ. I love you guys !

  13. #13
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    Quote Originally Posted by eXeC View Post
    Awesome! Downloading!

    edit:
    404 error:

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

    Is this licensee only or something?
    This page is now live.
    Player Experience Specialist
    Stacey Conley
    Epic Games, Inc.

  14. #14
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    A question about the "script profiler" .. is the old one gone now? The old one was useful for running a very long script profile, so you could really see where your game spent most of it's time. The new one is not useful for that, presumably because the size of the data files would prohibit you from running it on a sample that's longer than a short period, unless you have dozens of gigs of RAM ..
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  15. #15
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    Wow can't wait to try this new stuff out! What an amazing update.

  16. #16

    Default

    Also getting the "error occured 0xc000007b"

    Tried 2 downloads (Official and GamersHell) and boith give me this when trying to launch the editor.

    Using w7 Ultimate x64 on an i7 w/6gb ram. Any ideas? I used to get this issue with 64 bit editions of Max and Maya, but they now work.

  17. #17
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    I reinstalled all drivers and downloaded UDK 3 times on different servers, even searched the internet for 6 hours now to find a solution, but no luck, I still have the damn 0xc000007b issue.
    I use win7 ultimate x64, AMD X2 6000+, 4 GB ram, Nvidia GTX275.

    I'm kinda desperate since all other people using it in my team seem to have no problem at all, I'm the only one using win7 though.

  18. #18

  19. #19
    Skaarj
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    Thanks guys ... Download now...

  20. #20
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    Once again, thanks for another awesome update to this awesome program The god rays are looking absolutely spectacular, although they don't seen to be showing up when I play in editor
    O o
    /»________________________
    | IM A FIRING MY LAZOR!!!
    \_»»»»»»»»»»»»»»»»»»»»»»»»

  21. #21
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    Woohoo! 64bit is twice as fast, halved my level (lighting) build times.

    But everything in my level has gone super dark and lights are really weak. There doesn't seem to be much bouncing of light either. What's happaned? Did I do something wrong?
    The reincarnation of Legacy-Godsbane.

  22. #22

    Default

    April UDK Beta still works on my low-end laptop but the new May UDK Beta isn't. Following is the error I'm encountering...

    Code:
    Log: Log file open, 05/26/10 11:00:37
    Init: Version: 6699
    Init: Epic Internal: 0
    Init: Compiled (32-bit): May 20 2010 10:03:33
    Init: Changelist: 536634
    Init: Command line: editor -log  -DEFENGINEINI=..\..\UDKGame\Config\DefaultEngine.ini
    Init: Base directory: [hidden]
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.10] Init: Computer: [hidden]
    [0000.10] Init: User: [hidden]
    [0000.10] Init: CPU Page size=4096, Processors=2
    [0000.10] Init: High frequency timer resolution =3.579545 MHz
    [0000.10] Init: Memory total: Physical=3.0GB Pagefile=4.8GB Virtual=2.0GB
    [0000.10] Log: STEAMWORKS initialized 0
    [0000.11] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    [0000.16] Init: WinSock: I am [hidden] ([hidden]:0)
    [0000.17] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.17] Init: Object subsystem initialized
    [0000.82] Init: Initializing FaceFX...
    [0000.82] Init: FaceFX 1.7.3.1 initialized.
    [0003.34] Init: Finished loading startup packages in 2.36 seconds
    [0003.35] Log: 86293 objects as part of root set at end of initial load.
    [0003.35] Log: 0 out of 0 bytes used by permanent object pool.
    [0003.36] Log: Supported Consoles:
    [0003.36] Log:   PC
    [0003.36] Log: Initializing Engine...
    [0003.46] Log: Encountered missing default brush - spawning new one
    [0003.46] Init: UEngine initialized
    [0003.47] Init: Transaction tracking system initialized
    [0003.48] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0003.48] Log: Can't find edit package 'OnlineSubsystemLive'
    [0004.18] Init: XAudio2 using 'Conexant HD Audio output' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
    [0004.21] Init: XAudio2Device initialized.
    [0004.27] Init: Client initialized
    [0004.27] Init: Editor engine initialized
    [0004.36] Log: Initializing Engine Completed
    [0004.36] Log: >>>>>>>>>>>>>> Initial startup: 4.36s <<<<<<<<<<<<<<<
    [0004.40] Cmd: MODE MAPEXT=udk
    [0005.12] SourceControl: Source Control disabled in GAMEEditorUserSettings.ini.  [SourceControl] has Disabled=False
    [0009.12] Critical: appError called: Direct3DDevice->CreateTexture( SizeX, SizeY, NumMips, GetD3DTextureUsageFlags(Flags), (D3DFORMAT)GPixelFormats[Format].PlatformFormat, GetD3DTexturePool(Flags), Texture2D->GetInitReference(), NULL ) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Texture.cpp:86 
     with error D3DERR_OUTOFVIDEOMEMORY, 
     SizeX=400, SizeY=400, Format=R32F=D3DFMT_R32F, NumMips=1, Flags=D3DUSAGE_RENDERTARGET , TexMemoryAvailable=1MB
    [0009.12] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0014.53] Log: === Critical error: ===
    Direct3DDevice->CreateTexture( SizeX, SizeY, NumMips, GetD3DTextureUsageFlags(Flags), (D3DFORMAT)GPixelFormats[Format].PlatformFormat, GetD3DTexturePool(Flags), Texture2D->GetInitReference(), NULL ) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Texture.cpp:86 
     with error D3DERR_OUTOFVIDEOMEMORY, 
     SizeX=400, SizeY=400, Format=R32F=D3DFMT_R32F, NumMips=1, Flags=D3DUSAGE_RENDERTARGET , TexMemoryAvailable=1MB
    
    Address = 0x7c812afb (filename not found) 
    Address = 0x59f131   (filename not found) 
    Address = 0xe8785ad5 (filename not found)
    My low-end laptop specs I use at work:

    Core 2 Duo P8400 @ 2.26GHz
    3GB of RAM
    Intel GMA X4500HD
    Windows XP Professional

    I'm still using this laptop while waiting for my G73Jh.

  23. #23
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    Awesome update, but I'm encountering lower performance on both my desktop (nvidia 9800gt) and my laptop (nvidia 8200mg) - both running Win7 x64 - than with the former beta.

    Is it just me?

  24. #24
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    This is due to the default postprocessing as far as I can tell from what I've read and experimented with. Either edit or override and you should be able to improve performance both in editor and ingame.

  25. #25
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    Code:
    [0263.75] Warning: Warning, Failed to load 'Surface UI_FrontEnd_Art.GameTypes.Deathmatch': Failed to find object 'Surface UI_FrontEnd_Art.GameTypes.Deathmatch'
    [0277.46] Error: Requested localized string setting 268435703 was not found
    [0277.79] Error: Requested localized string setting 268435703 was not found
    [0278.03] Error: Requested localized string setting 268435703 was not found
    [0278.05] Error: Requested localized string setting 268435703 was not found
    [0278.07] Error: Requested localized string setting 268435703 was not found
    [0279.03] Error: Requested localized string setting 268435703 was not found
    Code:
    [0926.47] Critical: appError called: Couldn't find Shader TBasePassVertexShaderFDirectionalLightMapTexturePolicyFNoDensityPolicy for Material Resource M_SplineRoot_Mat_01!
    		With VF=FSplineMeshVertexFactory, Platform=PC-D3D-SM2 
    		ShouldCache: Mat=1, VF=0, Shader=1 
    		Material Usage = MLM_Phong, BLEND_Opaque, bUsedWithStaticLighting, bUsedWithSplineMeshes
    [0926.47] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0947.33] Critical: appError called: Rendering thread exception:
    Couldn't find Shader TBasePassVertexShaderFDirectionalLightMapTexturePolicyFNoDensityPolicy for Material Resource M_SplineRoot_Mat_01!
    		With VF=FSplineMeshVertexFactory, Platform=PC-D3D-SM2 
    		ShouldCache: Mat=1, VF=0, Shader=1 
    		Material Usage = MLM_Phong, BLEND_Opaque, bUsedWithStaticLighting, bUsedWithSplineMeshes
    Code:
    [0254.91] Warning: Warning, The Outer object (Package GFxUTHud.Map) for 'GFxUTHud.map.jpg' couldn't be loaded [while loading package GFxUTHud]: Invalid linker i
    ndex [couldn't load Package GFxUTHud.Map]?
    [0254.92] Warning: Warning, Failed to load 'SwfMovie GFxUTHud.Map.jpg': Failed to find object 'SwfMovie GFxUTHud.Map.jpg'

    hooray, i'm finally upgrading my personal udk


    HOLY GOOD GOD, Using the x64 executeable, finally UT looks decent. In all the UDK releases prior, UTGame looked like garbage.. now it looks freaking awesome .. and runs at 35+fps constantly, even on my old hardware. Only problem I see, is that the rocket launcher's lighting when you're holding it is really bad -- it apparently has 3 levels of brightness.. pitch black, lit, and OMG IT'S THE SURFACE OF THE SUN bright.

    32-bit exe locks up with no useful messages anywhere, when i try to setres to a fullscreen mode
    Last edited by Blade[UG]; 05-26-2010 at 07:41 AM.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

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  26. #26
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    Ah, okay. Found out what was going on with my lighting. It's the new Tone Mapping.

    Pain Gate posted the solution (if you want to set it back to the April and previous style lighting/post proccessing) here:

    http://utforums.epicgames.com/showpo...0&postcount=43
    The reincarnation of Legacy-Godsbane.

  27. #27
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    Quote Originally Posted by spin View Post
    This is due to the default postprocessing as far as I can tell from what I've read and experimented with. Either edit or override and you should be able to improve performance both in editor and ingame.
    What should i edit? Can you post a link to what you've read?

  28. #28
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    This new build makes sounds go into a loop and stall the editor into a *program is not responding* and I am forced to close down the process manually.

    I cannot work with this build.

    This is the machine I'm working on never had any issues with the older betas.

    Windows 7 Ultimate x64
    Pentium D 3.2ghz
    2gb DDR2 800mhz
    ATI 4670 512mb GDDR3
    Via Vinyl HD Audio VT1708S
    Last edited by VoodooMaster; 05-26-2010 at 11:30 AM.
    BIGBADABOOM!!!

  29. #29
    Skaarj
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    I am also having performance issues.

  30. #30
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    I haven't experienced any problems at all. I know this will sound crazy, but is it really necessary to release once a month? I think it would be fine as a bimonthly release allowing more time to work out any stability issues...just my two pennies..you guys are doing great.

  31. #31
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    katana, the changelogs between each update are pretty massive. This is not a one or two man operation, like most of the software out there that gets 'regular' updates. Epic is a huge operation, that is doing tons of work. The UDK stuff is (basically) the same thing that gets released to licensees every month . . . . so problems like we hear about here are likely localized issues.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

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  32. #32
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    Quote Originally Posted by katana2665 View Post
    I haven't experienced any problems at all. I know this will sound crazy, but is it really necessary to release once a month? I think it would be fine as a bimonthly release allowing more time to work out any stability issues...just my two pennies..you guys are doing great.
    Who forces you to use every new build?

  33. #33
    MSgt. Shooter Person
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    Quote Originally Posted by eAlex79 View Post
    Who forces you to use every new build?
    The awesome new features

    I also incline for releases that also improve the stability and performance. It's a shame when we get awesome new features like Scaleform GFx and can't use them. That kinda defeats the purpose of a new public build.
    Last edited by spooky_paul; 05-26-2010 at 05:54 PM.

  34. #34
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    Quote Originally Posted by eAlex79 View Post
    Who forces you to use every new build?
    actually no one...lol...I went from 5860 to this one.

    And yea the features are looking pretty good.

  35. #35
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    Did anybody else notice all the red crap in the darker areas of the maps? I noticed this especially on DM-Sanctuary.. It really bothers me

  36. #36
    The Sacrifice
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    Quote Originally Posted by Blade[UG] View Post
    katana, the changelogs between each update are pretty massive. This is not a one or two man operation, like most of the software out there that gets 'regular' updates. Epic is a huge operation, that is doing tons of work. The UDK stuff is (basically) the same thing that gets released to licensees every month . . . . so problems like we hear about here are likely localized issues.
    i think he meant every 2 months...so they have more time to work on things...

  37. #37
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    Gamertag: PSN: StingReay1

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    Quote Originally Posted by Blade[UG] View Post
    katana, the changelogs between each update are pretty massive. This is not a one or two man operation, like most of the software out there that gets 'regular' updates. Epic is a huge operation, that is doing tons of work. The UDK stuff is (basically) the same thing that gets released to licensees every month . . . . so problems like we hear about here are likely localized issues.
    ... :P Unintentional pun on my radar. Epic can mean huge in its own right. But Srsly, the first proof I have of 3D GUI systems in UDK is in that screenshot! Nice!

  38. #38
    MSgt. Shooter Person
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    64 bit UDK.exe simply doesn't work on my rig, an AMD Phenom II X3 720 and ATI HD4850, with Windows 7 ultimate :/

  39. #39
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    64-bit works fine here, however 32-bit clients cannot connect to 64-bit servers.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

    - Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks

  40. #40
    Iron Guard
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    The 64 bit binary misses stuff, no TTS, the usercode stuff seems broken, etc. It's just the Editor, not the Game.


 
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