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    #16
    Originally posted by Space9 View Post
    Talking about the manager system, it would be great if we have the choice to enable or disable the linkgun weapon when we want to play a level...this is the only thing (at least to me) that is not necesary... only put the camera with collision, that is enough to explore the level... remember that not all games are fps... .. i think.. is an idea.. of course..
    >_>

    You code your game so that it doesn't have the link gun.

    Anyway, while we're at it, why not integrate "awesome button" into the editor? Magical red button that does everything for you, maps, materials, coding, and things like that.

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      #17
      Hmm, looking at this discussion I really would like to have a Project Manager in UDK. Maybe Epic will add it Anyways, I agree with Denny that UDK is UE3 except for source access, even better than UE3 (Because its FREE).
      But, i think Presentation plays a large part in any game/project. So, i wouldn't mind having the ability to rename UTGame to <our custom name> & this Project manager utility can do this too. For example, when you make a new Project the Project manager automatically copies the necessary files & creates the custom folder needed to run your Project. Just my 2cents

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        #18
        bad question..? I´m sorry, i´m not a coder, i was asking because i don´t know how to do it.... an awesome button will be all right, and it will be much better if publish the game on the fly... hhh... @__", btw, if i "unload" the ut3 package, and is still the linkgun there... well.. what can i think.. come on!, i´m going to unload you with a punch.. (this at least has the sense of UDK is more an editor kit than a game engine, but only this... i think...
        greetings.

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          #19
          Originally posted by Space9 View Post
          bad question..? I´m sorry, i´m not a coder, i was asking because i don´t know how to do it.... an awesome button will be all right, and it will be much better if publish the game on the fly... hhh... @__", btw, if i "unload" the ut3 package, and is still the linkgun there... well.. what can i think.. come on!, i´m going to unload you with a punch.. (this at least has the sense of UDK is more an editor kit than a game engine, but only this... i think...
          greetings.
          come again?

          Seriously guys, if you need a tool to edit ini files, and a project manager... Your looking in the wrong place, you should go here

          If you really find editing .ini files difficult... never become a game developer.

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            #20
            I'm confused as to what people mean by "project manager".

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              #21
              Something like the frontend to create an empty project..
              what happend Crystalcore, UDK has kismet the easiest things never seen (no others engine have something similar), and we must to set the ini files for new project?.. that is the point... udk has ease things and other no logics things... we are "trying" to say that would be good to make a nooby button saying "create a new project" no more than that... that is NOT for a non game developer, if that could like this, Unity, Sheva, Torque, LeadWerks, would not have that option..... okey?

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                #22
                I think some of them mean something like a properties window in the UDK that allows them to set some of the .ini settings through a GUI. Which to be honest would be nice, not needed by any means, but nice like how hotkeys are nice to have. Since editing .ini files is an ongoing task through out the project.

                Others something that sets up the UDK and names everything they way they want and allows them to switch between multiple projects. Which seems a waste since you only do it at the beginning and it's easy enough to just have multiple UDK installs.

                Yet others seem to boil it down to a series of checkboxes and a short multiple choice survey that when complete pops out your finished game.

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                  #23
                  What I am concerned about with the obvious folder structure is that anyone can see what kind of an engine this is, and rip my assets easily.

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                    #24
                    Originally posted by Space9 View Post
                    Something like the frontend to create an empty project..
                    Could you be a little more vague?

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                      #25
                      Originally posted by Space9 View Post
                      Something like the frontend to create an empty project..
                      what happend Crystalcore, UDK has kismet the easiest things never seen (no others engine have something similar), and we must to set the ini files for new project?.. that is the point... udk has ease things and other no logics things... we are "trying" to say that would be good to make a nooby button saying "create a new project" no more than that... that is NOT for a non game developer, if that could like this, Unity, Sheva, Torque, LeadWerks, would not have that option..... okey?
                      Game development will and always will be about putting in hard work to figure out new and interesting ways to do things. If you can't edit a few .ini files you dont have the right mindset. So they give you a 'nooby' button to create a project, then people will start asking for a 'make art' button.

                      Learn the tools that are provided, if you can't be bothered to edit the ini files then your in the wrong place.

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                        #26
                        Originally posted by Ceiling Cat View Post
                        What I am concerned about with the obvious folder structure is that anyone can see what kind of an engine this is, and rip my assets easily.
                        You shouldn't be worried about people finding out your engine, you should be proud to be using UDK, the folder is the last of your worries. Theres a big UDK logo that pops up when your start the game.

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                          #27
                          Originally posted by Space9 View Post
                          what happend Crystalcore, UDK has kismet the easiest things never seen (no others engine have something similar),
                          Actually, CryEngine has a very similar concept already, it's called FlowGraph.

                          http://doc.crymod.com/SandboxManual/...aphEditor.html

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                            #28
                            Besides, you don't need to know the engine to be able to extract the assets.

                            Originally posted by Piranhi View Post
                            Actually, CryEngine has a very similar concept already, it's called FlowGraph.

                            http://doc.crymod.com/SandboxManual/...aphEditor.html
                            And honestly it's easier to use than Kismet--but unfortunately you have to do a lot of stuff in there that you don't have to do with UDK

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                              #29
                              maybe i´m wrong, and i´m asking too much...... i followed a tutorial how to set an empty project but I got problems... because that i was saying all that above.... i wondering maybe you have a great tutorial that can help the people who cannot do a new project...... that musn´t be hard to do.. ..

                              you probably are a coder and things turns easy for you... .. nice !..
                              Mike

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                                #30
                                Originally posted by Angel_Mapper View Post
                                I'm confused as to what people mean by "project manager".
                                Yeah, they want to be able to make a new game by clicking File->New, is what I get out of it.

                                Rather than just running hte UDK installer again, and specifying a new directory to start with.

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