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

    News from Epic Games – December 2010 UDK Beta Released
    December 16, 2010 – Epic Games, Inc. has released the December 2010 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.

    This month, we are thrilled to ship a new and improved UDK, now with iOS support. Keep reading for more details, and check out www.udk.com to see examples of what you can do with these new tools.


    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!iOS Support
    Brand new features and content that users will immediately notice are:

    • Build levels, visually script gameplay events and add visual effects for mobile applications using the Unreal Editor and its major tools, including Unreal Kismet, Unreal Cascade and Unreal Matinee.
    • Superior rendering features for mobile development, including Unreal Lightmass global illumination accelerated by Unreal Swarm distributed computing.
    • The full source and content for the “Epic Citadel” App, plus an additional castle demo map.


    • UDK Remote: A handy tool that enables iOS devices to serve as wireless controllers with full touch and tilt functionality for testing games on the computer.
    • New Unreal Frontend system compiles scripts and deploys builds for multiple platforms with the simple click of a button.
    • Mobile Previewer: Preview your application locally using a fully feature OpenGL ES 2.0 renderer with mobile input simulated.
    • One-click Deployment: Easily deploy your application from the Unreal Editor to your iOS device with only one click.
    • Next-gen Mobile Graphics: UDK's highly optimized mobile renderer has support for per-pixel lighting, environment mapping, precomputed visibility and more! And of course, Unreal Lightmass computes stunning light and shadows to bring your scene to life.
    • Unreal Kismet Visual Scripting: Artists and level designers can string together actions, inputs and events in Unreal Kismet to dictate how the world flows and how the player interacts without having to touch a single line of code.

    iOS Feature List

    • Base UE3 Features
      • Highly shippable, proven engine core
      • Unreal Editor: Almost entire editor is supported
      • Unreal Lightmass: Global illumination, ambient occlusion and more
      • Unreal Swarm for distributed lighting builds
      • UnrealScript dynamic scripting language
      • Unreal Kismet visual scripting
      • Pathfinding and navigation meshes
      • Unreal Matinee cinematics tools
      • Unreal Cascade particle designer
      • Mesh painting tools
      • Canvas-based UI rendering
      • Unreal Content Browser asset manager
      • Full support for Autodesk FBX file format
      • Unreal animation system (AnimTrees, additive animations, blending, etc.)
      • Play In Editor, one-click game preview
      • Real-time inverse kinematics
      • BSP level construction system
      • Crowd system
      • Level-Of-Detail systems, including Massive LOD
      • Performance and memory profiling tools
      • Mesh simplification tool
      • Texture unwrapping and LOD generation tools
      • Perforce source control support
      • Physics and collision systems
      • Unreal Frontend tool for launching/packaging your game
      • Unreal Console lets you connect to mobile apps, issue commands and view logs
      • 64-bit tools allow for huge data sets



    • Mobile
      • Portrait and landscape modes fully supported
      • Multi-touch control support including tilt/gyroscope
      • Touch-based look controls, gesture support
      • New mobile "input zone" system
      • Unreal Kismet and UnrealScript support for mobile input
      • Mobile input emulation on PC
      • Basic UI system based on canvas, with simple buttons/sliders
      • Movie playback



    • Engine
      • Fast performing iOS game engine
      • Level streaming with asynchronous loading
      • Share assets between multiple platforms
      • Mobile shader precaching/warming for hitch-free gameplay
      • Unreal Lightmass normal map baking
      • Precomputed Visibility system with Unreal Matinee path support
      • Cooker generates optimized minimum set of shaders based on game usage
      • Sound and music playback using OpenAL
      • 3D sound spatialization (stereo output)
      • Asynchronous music streaming



    • Tools
      • Mobile Previewer for PC with nearly 1:1 graphics preview
      • UDK Remote for previewing mobile input on PC using iOS device
      • Movie generation tools with authentic mobile-style graphics
      • Capture screenshots and movies from device
      • Preview iOS device resolutions, system settings and landscape/portrait from editor



    • Graphics
      • State of the art graphics features on mobile
      • Flexible material system generates highly optimized OpenGL ES2 shaders
      • Real-time shadows (planar)
      • Particle systems
      • Bump offset mapping
      • Skeletal animation
      • Shading
        • Real-time per-pixel lighting
        • Normal mapping
        • Specular lighting, including per-pixel specular
        • Dynamic lighting (movable, animated lights)
        • Animated materials
        • Translucency, opacity masks
        • Rim lighting
        • Fresnel effects
        • Texture blending
        • Vertex coloring (paintable meshes)
        • Emissive lighting
        • Vertex deformation (foliage, cloth rendering)
        • Environment mapping
        • Baked ambient occlusion (skeletal meshes)
        • Water surface effects
        • Masking for emissive, environment maps, rim lights and more

      • Decals
      • Static mesh rendering
      • Non-uniformly scaled objects
      • Automatic Texture Flattening tool
      • Atmospheric fog


    Tools
    New Unreal Frontend UI





    Unreal Editor


    Unreal Kismet

    • A new Kismet action, ProjectileFactory, was added. It allows spawning projectiles w/ muzzle flashes from a skeletal mesh socket or bone in Kismet.

    Note: This build only supports 2 bones per vertex for mobile games. The next build will remove this limitation.
    UDN Pages
    New:


    Updated:


    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


    © 2010, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Development Kit, UDK, Unreal Editor, Unreal Engine, UE3, 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.



    ###

  2. #2
    MSgt. Shooter Person
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    Gamertag: Lord aZzy

    Default

    Anyone downloaded it yet? Would love to hear how it is =D
    aZtekk Productions.

    Stuck? Give [UDKC] a visit!

  3. #3

    Default

    Thank you for fixing the single core bug!

  4. #4
    MSgt. Shooter Person
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    Default

    well, it is still crashing over here, whenever I try to run anylevel.
    Log file:

    Code:
    Log: Log file open, 12/17/10 01:26:35
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    Init: Version: 7637
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Dec 11 2010 09:29:40
    Init: Changelist: 720882
    Init: Command line: editor 
    Init: Base directory: D:\UDK\UDK-2010-12\Binaries\Win32\
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.16] Init: Computer: ALEX-PC
    [0000.16] Init: User: Alex
    [0000.16] Init: CPU Page size=4096, Processors=2
    [0000.16] Init: High frequency timer resolution =1.785908 MHz
    [0000.16] Init: Memory total: Physical=2.0GB Pagefile=3.0GB Virtual=2.0GB
    [0000.17] Log: STEAMWORKS initialized 0
    [0000.21] Init: WinSock: I am Alex-PC (192.168.2.102:0)
    [0000.21] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.21] Init: Object subsystem initialized
    [0000.54] Log: Shader platform (RHI): PC-D3D-SM3
    [0026.34] Log: PhysX GPU Support: DISABLED
    [0026.53] Init: Initializing FaceFX...
    [0026.55] Init: FaceFX 1.7.3.1 initialized.
    [0056.70] Init: Finished loading startup packages in 25.96 seconds
    [0056.72] Log: 73598 objects as part of root set at end of initial load.
    [0056.72] Log: 0 out of 0 bytes used by permanent object pool.
    [0057.13] Log: Supported Consoles:
    [0057.13] Log:   IPhone
    [0057.13] Log:   PC
    [0057.13] Log: Initializing Engine...
    [0057.45] Log: Encountered missing default brush - spawning new one
    [0057.48] Init: UEngine initialized
    [0057.48] Log: Primary PhysX scene will be in software.
    [0057.48] Log: Creating Primary PhysX Scene.
    [0057.67] Init: Transaction tracking system initialized
    [0057.72] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0057.72] Log: Can't find edit package 'OnlineSubsystemLive'
    [0060.30] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
    [0060.47] Init: XAudio2Device initialized.
    [0061.08] Init: Client initialized
    [0061.08] Init: Editor engine initialized
    [0062.99] Log: Initializing Engine Completed
    [0062.99] Log: >>>>>>>>>>>>>> Initial startup: 62.99s <<<<<<<<<<<<<<<
    [0063.48] Cmd: MODE MAPEXT=udk
    [0067.25] SourceControl: Source Control disabled in UDKEditorUserSettings.ini.  [SourceControl] has Disabled=True
    [0069.90] Warning: Failed to load 'Class Engine.Texture2DArray': Failed to find object 'Class Engine.Texture2DArray'
    [0069.91] Warning: Failed to load 'Class UnrealEd.TextureArrayThumbnailRenderer': Failed to find object 'Class UnrealEd.TextureArrayThumbnailRenderer'
    [0081.92] Log: TIMER ALL OF INIT : [55.243045]
    [0107.34] Cmd: MAP LOAD FILE="D:\UDK\UDK-2010-12\UDKGame\Content\Maps\VCTF-Necropolis.udk"
    [0107.64] Log: Encountered missing default brush - spawning new one
    [0121.38] Log: -- Checking Building LODs
    [0121.42] Log: Primary PhysX scene will be in software.
    [0121.42] Log: Creating Primary PhysX Scene.
    [0121.48] Log: Finished looking for orphan Actors (0.055 secs)
    [0121.50] Cmd: MAP CHECKDEP DONTCLEARMESSAGES
    [0133.55] Log: 
    ==== Worlds needing PIE Save:
    [0133.55] Log: VCTF-Necropolis
    [0133.55] Log: ==== 1 total
    [0143.66] Log: Built Phys StaticMesh Cache: 9972.717 ms
    [0143.66] Log: COOKEDPHYSICS: 2 TriMeshes (21.085938 KB), 1360 Convex Hulls (3114.387695 KB) - Total 3135.473633 KB
    [0144.58] Log: COOKEDPHYSICS: BSP 134.84 KB
    [0170.31] Log: Save=26637.036734
    [0170.31] Log: Moving 'D:\UDK\UDK-2010-12\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEVCTF-Necropolis_save.tmp' to 'D:\UDK\UDK-2010-12\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEVCTF-Necropolis.udk'
    [0170.54] Cmd: MAP LOAD PLAYWORLD=1 FILE="D:\UDK\UDK-2010-12\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEVCTF-Necropolis.udk"
    [0181.52] Log: Finished looking for orphan Actors (0.046 secs)
    [0181.55] Log: Game class is 'UTVehicleCTFGame_Content'
    [0181.93] Log: Primary PhysX scene will be in software.
    [0181.93] Log: Creating Primary PhysX Scene.
    [0182.11] Log: Bringing World UEDPIEVCTF-Necropolis.TheWorld up for play (0) at 2010.12.17-01.29.37
    [0182.29] Log: Bringing up level for play took: 0.532662
    [0182.67] ScriptWarning: Accessed None 'OnlineSub'
    	UTPlayerController UEDPIEVCTF-Necropolis.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0182.67] ScriptWarning: Accessed None 'OnlineSub'
    	UTPlayerController UEDPIEVCTF-Necropolis.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0182.68] ScriptWarning: Accessed None
    	UTPlayerController UEDPIEVCTF-Necropolis.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0182.68] Log: PIE: play in editor start time for UEDPIEVCTF-Necropolis 49.475
    [0183.73] Cmd: SETSOUNDMODE Default
    [0183.74] ScriptLog: START MATCH
    [0184.65] Critical: appError called: Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:12 
     with error D3DERR_INVALIDCALL
    [0184.65] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0207.54] Critical: appError called: Rendering thread exception:
    Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:12 
     with error D3DERR_INVALIDCALL
    
    Address = 0x75919617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    Address = 0x5a4141   (filename not found) [in D:\UDK\UDK-2010-12\Binaries\Win32\UDK.exe]
    Address = 0x5d57f3   (filename not found) [in D:\UDK\UDK-2010-12\Binaries\Win32\UDK.exe]
    
    [0207.54] Critical: Windows GetLastError: Not enough storage is available to process this command. (8)
    [0207.71] Log: === Critical error: ===
    Rendering thread exception:
    Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:12 
     with error D3DERR_INVALIDCALL
    
    Address = 0x75919617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    Address = 0x5a4141   (filename not found) [in D:\UDK\UDK-2010-12\Binaries\Win32\UDK.exe]
    Address = 0x5d57f3   (filename not found) [in D:\UDK\UDK-2010-12\Binaries\Win32\UDK.exe]
    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

  5. #5
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    xnasorcer, you have an ATI X1000 series?
    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

  6. #6
    MSgt. Shooter Person
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    Quote Originally Posted by Blade[UG] View Post
    xnasorcer, you have an ATI X1000 series?
    Yes, I have an ATI mobility X1600 ( SM3-compatible video card ) . So far, the last version that I am able to run a map from is September.
    October, November, December always crashes when I try to run any map.
    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

  7. #7
    Skaarj
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    Gamertag: DAOWAce PSN ID: DAOWAce

    Default

    Don't know where to post this..


    On this page, this link is broken: http://udn.epicgames.com/Three/ContentBlog#Vertex color matching tool

    It goes here.

  8. #8

    Default

    I found while the UDK doesn't hang on startup on single core system the new version is extremly unstalbe.... it keeps crashing within in 10 to 15 minutes of use... anyone else experiance this ?

    EDIT:

    It now hangs on building Shader Ref Cache inside the engine instead after 10 to 15 minutes of use.....

    [0550.03] Log: Missing cached shader map for material PreviewMaterial_0, compiling. Here is where the log stops... and crash.
    Last edited by Tactica; 12-18-2010 at 09:25 AM.

  9. #9
    Skaarj
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    Please let me know if moving to a later build is a wise thing for someone using a single core and a X1000 series ATI card. (ME) lol I have been on the august build because it's the most recent one that will work.
    -Commanderstitch

  10. #10

    Default

    Don't... while it finally works on single core now it keeps crashing and freezing.

  11. #11
    Skaarj
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    Thank you that is what i needed to know.
    -Commanderstitch

  12. #12
    Iron Guard
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    i have downloaded UDK install file 2 times but at installation i always have this:

    this error is on Win7 x64, but on win xp x32 all is fine
    Last edited by _h2o_; 12-20-2010 at 03:59 AM.

  13. #13
    Iron Guard
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    Default

    [sarcasm] Hey, Epic Games, tnx for fast answer! It was really helpful... [/sarcasm]

  14. #14

    Default

    I think the error message is already quite clear? A file appears to be corrupted... check the size of your download and compare it to the official download... even if you downloaded it two times it is not sure you got such a large file downloaded correctly.

  15. #15
    MSgt. Shooter Person
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    In case you haven't noticed, there is something badly wrong with navmesh generation in the December release. More info here.

  16. #16
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    h2o: md5 sum the file you download, compare it against the md5 listed on the udk download page. If not the same, re-download. If you repeatedly get differing MD5sums on the same file, you may have a virus-type problem or a hardware problem.
    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

  17. #17
    MSgt. Shooter Person
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    Just a little info about a good notebook that work with this new update, in case anyone is thinking about buying a new computer.
    I bought a new notebook to run udk, but arrived a wrong notebook.
    So, I am testing this UDK version with this new one and so far is working fine. I can run the NightAndDayMap map.
    And when they send me the other one, I will be able to test UDK with that one too.

    This one is a Clevo W870CU.
    Processor: i7 720
    Graphic card: Ati Radeon HD 5870 1GB
    RAM: 4 GB

    Mine should had come with Nvidia Geforce 460 GTX 1.5 GB, instead of ATI.
    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


 

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