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    #16
    If this is really a serious consideration, perhaps you've chosen the wrong engine? It seems like you'd be using a cannon to kill a mosquito with the UDK.

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      #17
      This is why I always find engine comparison threads silly - its about the right tool for the right job.

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        #18
        Originally posted by Ledhead900 View Post
        Currently u can not modify the Splash for UDK yet - (It is confirmed however that a revised version of the terms of use is under way to change this)
        It's being allowed now, new license is in place. (check this link: http://udk.com/licensing-faqs.html for the new faq on the new license rules.

        "Can we change the static UDK splash screen in our UDK apps?
        Yes, you may alter the static splash screen as you see fit. The UDK movie, on the other hand, must not be changed."

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          #19
          Originally posted by Quade View Post
          my thoughts for any who care: the engine does take up a fair bit of space but thats because of all the high tech lighting/ai/etc stuff packed into it. Its not designed to make 50mb minigames, if thats what you want go for xna. Its like using flash to make a crysis quality game.
          The engine does not take up much space at all which is largely the point of this thread. The only reason for the UDK's large size is the inclusion of UTGame assets. If you have no interest in the UTGame assets at all then you can get Unreal down to a 50 meg installer.

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            #20
            omg...who is really interested if a package has 50 or 150MB? with a good connection thats up to 5 minutes more downloading, HD space is available enough everywhere, if somebody is aim to use Unreal Engine 3 a PC do have at least 250GB HD...

            From my point of view the assets, which come with UDK is only a drop in a bucket compared to the size of asset packages, if somebody is releasing a complete game made with UDK...

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              #21
              BlackHornet, the stock stuff adds an extra 200MB to the size of the installer, and much of it is rather difficult to remove. Add to that, that you're either including a shader cache that is about the same size as your game, or if you don't include it, your users are going to spend an hour re-creating it, and you've got a pretty significant problem.

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