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  1. #81
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    Quote Originally Posted by systemic View Post
    You're right, in order for an asset store to be useful, Epic would have to do it differently from every asset store I've ever seen and even then, I'm not sure it's worth it for them. However, if they did it 'the right way', it could be really awesome for small teams using UDK. The 'right way', though, means a team of [Epic] artists building a massive library of non-stylized, generic objects that could be used in a variety of situations, ideally with multiple material options for each object.

    If I could, for example, purchase a drinking glass prop and choose from multiple materials (created specifically for that mesh), that saves me a [precious] hour on an object that's not really very important, anyway - that's a big win for me.
    Hm. I cloud sell vegetation over asset store. Guess it's generic enough, everyone hate doing it, and I actually enjoy it.

  2. #82

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    Quote Originally Posted by systemic View Post
    You're right, in order for an asset store to be useful, Epic would have to do it differently from every asset store I've ever seen and even then, I'm not sure it's worth it for them. However, if they did it 'the right way', it could be really awesome for small teams using UDK. The 'right way', though, means a team of [Epic] artists building a massive library of non-stylized, generic objects that could be used in a variety of situations, ideally with multiple material options for each object.

    If I could, for example, purchase a drinking glass prop and choose from multiple materials (created specifically for that mesh), that saves me a [precious] hour on an object that's not really very important, anyway - that's a big win for me.

    That said, I don't think it would ever be financially viable for Epic to invest in such a product. If they did, I imagine we would start to see a number of UDK projects looking 'too similar' and that something I'm sure Epic does not want to see.
    The reason it ends up being worthless is that for instance most people wouldn't have any use for a drinking cup, and for the ones that do, the cup you made isn't "right" for their project. So it ends up being that there's little chance of anything being in an asset store that's actually of use, since in games most things are very specifically designed.

  3. #83

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    Quote Originally Posted by ankangronto View Post
    I'm on the same boat as you, maybe do some very small games that dosnt take that long to make and then start with our "real" projects once ue4 UDK is released?
    Well, I guess it's a function of development time and your urgency to release the game. While our development cycles will definitely be shorter with UE4, if you can't start that cycle for two more years, where does that leave your completion date? If getting the game 'out there' sooner is a higher priority, you would absolutely complete the project first by building it in UE3 and leaving UE4 for your next project. No one says you have to build it in UE4, after all, and odds are UE4 is going to have some nasty bugs in the early days, anyway. On the other hand, if you're looking to build a massive game that could turn into a series, waiting to 'build it right' the first time in UE4 makes more sense, as there's less redo later on.

    Personally, I don't really do 'small games' and I can't stop coming up with more ideas for the project I'm on now, anyway. There's absolutely no way I'll run out of work while waiting on UE4, so for me it's easy - I'll keep working on the things that aren't going to change and the things that are, I'll map out as best I can so I'm ready to rock when the tech arrives.

  4. #84
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    Quote Originally Posted by systemic View Post
    Absolutely - that's a good point. This new '2D graph' tool won't replace all mathematical formulas, but it should be sufficient the majority of the time. Complex derivatives or multidimensional vectors, for example, would still need to be entered 'by hand'.
    Yeah definatly, graphs have limitations, though we can represent mathematical data in a number of ways. Im certainly happy I'll get the native boost when creating iterators for my arrays because thats a big deal. At this point Im happy with what I see, the new editor is straight forward with only the important stuff at your fingertips and not alot of tools that are obsolete or that arnt used very often, the UI overhaul will make the editor so much better to use and bring it inline with other professional applications for the first time.

    The biggest thing for me is not loosing some of the great concepts we have from UE3, like components, archetypes and the like. Im really interested to see where Epic head from this point on because its obvious UE4 is in moving into full production and will start to be used for making their internal games at some point. This is the true test, we can scream about getting our hands on it now all we like but I know that until its tested in a real world scenario its not worth it, the same people screaming will just be *****ing about how its missing X or X isnt working right atm because its early days.

    When Epic says UE4 saved us X amount of time in development of X, thats when it becomes more than a tech demo, it becomes a valuable tool

  5. #85
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    Quote Originally Posted by weephun View Post
    Ambershee is correct. As I've stated before we have confirmed that Epic will release a UE4 UDK down the road however there isn't a time-frame for it yet.
    Right on! love it when we get actual replies. Thanks and can't wait! been thinking about this wayyyyy too much.

  6. #86
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    Quote Originally Posted by MonsOlympus View Post
    The biggest thing for me is not loosing some of the great concepts we have from UE3, like components, archetypes and the like.
    I can't see them abandoning the component model. There aren't many (understatement) practical alternatives, and it's been widely adopted across engines. It's a good design and works well.

  7. #87
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    The dynamic GI was Brilliant and pretty similar to Square-enix show us with their Luminous but i miss that udk 4 dont have such connection pipeline as Luminous and Maya nor any soft3d out there.
    Still using primitive .fbx so we need some change there.

  8. #88

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    I really like the blueprint and kismet tools shown (especially how it can step through and shows the flow of the current action). However, did anyone notice any changes/additions to the sound portion of UE4?



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  9. #89
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    Quote Originally Posted by martoonz View Post
    The dynamic GI was Brilliant and pretty similar to Square-enix show us with their Luminous but i miss that udk 4 dont have such connection pipeline as Luminous and Maya nor any soft3d out there.
    Still using primitive .fbx so we need some change there.
    FBX is nice IMO, and it was created by Autodesk specifically for use with Max/Maya/XSI. What does Luminous (which is not going to be made available to developers outside of Square Enix) use in its pipeline?

  10. #90

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    Quote Originally Posted by lorbid View Post
    I really like the blueprint and kismet tools shown (especially how it can step through and shows the flow of the current action). However, did anyone notice any changes/additions to the sound portion of UE4?
    I haven't seen anything regarding this yet, but I'm very hopeful we'll get some major upgrades there. The audio capabilities of UDK are pretty basic and definitely lagging behind the quality/customization of the rest of the engine. To me, it seems like the AAA games of the last couple years are finally starting to take advantage of how music/audio improves the gaming experience. As a test, try playing any recent AAA game with the sound turned off and watch the immersion disappear!

    I'm crossing my fingers that we'll see something similar to the capabilities of AudioKinetic Wwise included in the UE4 UDK.

  11. #91

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    As someone who's finally been interested in using the UDK, it is disappointing to hear the consensus on UE4 UDK release dates.

  12. #92
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    I didn't realize there was a consensus. GameInformer magazine said they're interested in releasing it "much sooner" than the other UDK, and some people here say 3 years.

    I just think no one knows right now. Best to just wait for an official word before getting disappointed.

  13. #93
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    Noone knows, but three years is still within 'sooner'. UE3's unveiling -> UDK took six years.
    - Please do not send me questions regarding programming or implementing things in UDK via Private Message. I do not have time to respond and they are much better answered in the forums. -

  14. #94
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    Quote Originally Posted by ambershee View Post
    Noone knows, but three years is still within 'sooner'. UE3's unveiling -> UDK took six years.
    Yes but still UE3 > UDK was completely different situation. Different engine, different priorities, and most important different market.

  15. #95
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    every UDK "user" is a free Beta Tester for Epic!

    UDK UE4 will come for sure

  16. #96

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    One more thing i would like to add........ Has any one Noticed that???

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  17. #97
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    Yes and it has been discussed.
    I run VoxHouse (VHSGames) and the UnrealDB.
    Film & Game producer, using and teaching UDK & Unreal Engine 4. Please stop by and say a good word on my project thread.
    Also feel free to join us on #udkc irc.gamesurge.net or via web: http://myclodel.com to chat live with others in the UDK community.

  18. #98

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    just trying to build the hype a little more..

    By the way.......what are the minimum sytem requirements???
    A gamer is a gamer no matter how small.

  19. #99
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    I'm thinking the UE4 tools will be available to at least licensed developers before the next wave of XBOX & PlayStation gaming consoles. It'd behoove Epic to release a free to use public UDK at the same time, or shortly after. There's a few reasons UE3 is the number one game engine. Obviously it's a phenomenal piece of software that it easily produces beautiful results and does so efficiently. Another reason is that EVERYBODY in the industry knows how to use it. A free to use UDK3 was a smart move. It wouldn't make sense to not do the same for UE4.
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  20. #100
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    I think they will have legal trouble just releasing udk using ue4 straight.away they need to pay for using that middleware
    Also some things will need to be rewritten for it to be usable by hobbiest (the old ue3 has a c++ map editor it is now written in c# and native classes where changed to unrealscript to slow the game down ) plus udk does not work on windows 8 so ue4 will lose backward comparability with older windows
    And for the screen shot that is also how you write native classes In ue3 ue2 ue1 most files did say made by tim

  21. #101

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    Quote Originally Posted by Zeqzy View Post
    I think they will have legal trouble just releasing udk using ue4 straight.away they need to pay for using that middleware
    Also some things will need to be rewritten for it to be usable by hobbiest (the old ue3 has a c++ map editor it is now written in c# and native classes where changed to unrealscript to slow the game down ) plus udk does not work on windows 8 so ue4 will lose backward comparability with older windows
    And for the screen shot that is also how you write native classes In ue3 ue2 ue1 most files did say made by tim
    UDK does, in fact, work with Windows 8. My team and I are developing a platformer on it using windows 8 and it works just fine.

  22. #102
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    Serious thread resurrection...

    I also use Windows 8 here on some systems.
    Windows 8 is mostly the same as Windows 7, but with a few advancements under the hood, and an annoying smartphone interface that can be mostly disabled anyway.
    I have personally only had 1 app that won't run on 8 (and it is from MS and known to not work).
    DG - LCS - TerreSculptor blog - TerreSculptor wiki - Game Tools Developer - Indie UDK Game Developer - UDN Documentation


 
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