Hello Epic staffers, and community members 
I've got a few questions regarding the preperation for game distribution.
Generic questions:
Currently it has the UDK logo and creator info, Which can be seen in gray text underder the icon: Epic Games, inc.
or in the properties view: Copyright: Copyright 2009 Epic Games, Inc. All Rights Reserved. etc etc..
Will there be problems (license wise or technical wise) problems if i would change the udk.exe in the end distribution setup? to something more usefull, like e.g. if my game is called: whoopydoo, the exe set to whoopygame.exe
Am i allowed to change the splash picture for my game, instead of the default UDK splashscreen?
that e.g. checks for updates, and on itself launches the main executable for the game? (like Ubisoft™ does, on most of their published games.. )
Or pack the main executable inside an archive, encrypted e.g. or own binary format, that my own launcher extracts into memory, and run from there (so that they cannot run the main executable directly). (so you can utilize copyprotection shemes, or force users to check for updates)
Although some users have created tutorials themselves, gearing at first timers, Epic themselves have not.
The UDN information is too fuzzy, not very consistent, and a mixture of MODDING info, UDK info, and full license info.
However, the information besides being fuzzy, is also incomplete.
I wonder if Epic is planning on a series of (noob) friendly tutorials from start to end, with ab example game, including asset creation explaining in detail, scripting, how to use the editor modules (like kismet, ui editor, etc etc), in video format. Seeing is easier to remember than reading, as many researchers have proven!
It's not difficult for Epic to make, and if they don't have the time, why not do a deal with 3dBuzz, to provide access to their VTM's on UE3?
Afterall, the clearer the information (guides/howto's/tutorials) are, the more productivity there will be (and more commecrial licenses too)
Commercial license questions:
And i mean the options available for the packaging part, like instead of using the build in installer, being able to use a thirdparty one, like installshield or NSIS etc..
In the latter case, the installer would either create a special directory, e.g. distributionready, with all the neccesary files in it, OR create an archive, which contains everything, including thirdparty stuff, like directxruntime, physx runtime, vcruntimes etc... So it can be used in a thirdparty installer.
That way it gives a more seamles flow of appearance to the audience.
Or will the next edition of the UDK (commercial and non commercial), e.g. post beta stage, include addtional options to the frontend tool?
In the current way, end users could be confused on WHO created this game. (epic logo's en naming all over, during installation alone!instead of the publisher AND/OR creator's logo's naming, like most if not all games have.)
Currently on the licencing information page, there is a colum that gives you to option to buy either of the commercial licences, however the button underneath the options, says "coming soon" so it's not effective as of writing. When will this be effective? (i guess when UDK is out of beta, but i just want some clarification)
The current bearing royalty examples in the license information are a bit fuzzy.
As you can see in a growing thread here, about this subject, many users/developers have no real clues, about the term revenue, and how this works for Epic.
Maybe Epic should add another example that clarifies the more RL examples with distributors etc.. instead of home publishing as the current examples explain.
And in what intervals are the royalties checked? monthly? quartely? yearly? No information on that part either.

I've got a few questions regarding the preperation for game distribution.
Generic questions:
- How can i change the .exe icon and info properties?
Currently it has the UDK logo and creator info, Which can be seen in gray text underder the icon: Epic Games, inc.
or in the properties view: Copyright: Copyright 2009 Epic Games, Inc. All Rights Reserved. etc etc..
- .exe namechange?
Will there be problems (license wise or technical wise) problems if i would change the udk.exe in the end distribution setup? to something more usefull, like e.g. if my game is called: whoopydoo, the exe set to whoopygame.exe
- Changing the splash image?
Am i allowed to change the splash picture for my game, instead of the default UDK splashscreen?
- Can i create a launcher within whatever language?
that e.g. checks for updates, and on itself launches the main executable for the game? (like Ubisoft™ does, on most of their published games.. )
Or pack the main executable inside an archive, encrypted e.g. or own binary format, that my own launcher extracts into memory, and run from there (so that they cannot run the main executable directly). (so you can utilize copyprotection shemes, or force users to check for updates)
- No beginner friendly tutorials/setup guides for UDK specific
Although some users have created tutorials themselves, gearing at first timers, Epic themselves have not.
The UDN information is too fuzzy, not very consistent, and a mixture of MODDING info, UDK info, and full license info.
However, the information besides being fuzzy, is also incomplete.
I wonder if Epic is planning on a series of (noob) friendly tutorials from start to end, with ab example game, including asset creation explaining in detail, scripting, how to use the editor modules (like kismet, ui editor, etc etc), in video format. Seeing is easier to remember than reading, as many researchers have proven!
It's not difficult for Epic to make, and if they don't have the time, why not do a deal with 3dBuzz, to provide access to their VTM's on UE3?
Afterall, the clearer the information (guides/howto's/tutorials) are, the more productivity there will be (and more commecrial licenses too)
Commercial license questions:
- Will the commercial license include a different fronted tool?
And i mean the options available for the packaging part, like instead of using the build in installer, being able to use a thirdparty one, like installshield or NSIS etc..
In the latter case, the installer would either create a special directory, e.g. distributionready, with all the neccesary files in it, OR create an archive, which contains everything, including thirdparty stuff, like directxruntime, physx runtime, vcruntimes etc... So it can be used in a thirdparty installer.
That way it gives a more seamles flow of appearance to the audience.
Or will the next edition of the UDK (commercial and non commercial), e.g. post beta stage, include addtional options to the frontend tool?
In the current way, end users could be confused on WHO created this game. (epic logo's en naming all over, during installation alone!instead of the publisher AND/OR creator's logo's naming, like most if not all games have.)
- When will the buy option being enabled?
Currently on the licencing information page, there is a colum that gives you to option to buy either of the commercial licences, however the button underneath the options, says "coming soon" so it's not effective as of writing. When will this be effective? (i guess when UDK is out of beta, but i just want some clarification)
- Royalty clarification
The current bearing royalty examples in the license information are a bit fuzzy.
As you can see in a growing thread here, about this subject, many users/developers have no real clues, about the term revenue, and how this works for Epic.
Maybe Epic should add another example that clarifies the more RL examples with distributors etc.. instead of home publishing as the current examples explain.
And in what intervals are the royalties checked? monthly? quartely? yearly? No information on that part either.
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