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    #31
    Originally posted by Space9 View Post
    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
    You run the UDK Installer, give it a new folder name, and now you have a new project.

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      #32
      I can see there are many ways to create a new project....

      Thank you..

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        #33
        Originally posted by Blade[UG] View Post
        You run the UDK Installer, give it a new folder name, and now you have a new project.
        I don't even do that, just copy/paste the UDK folder, not like it needs the registry entries

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          #34
          Thanks.. i´m understanding..

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            #35
            Originally posted by Angel_Mapper View Post
            I'm confused as to what people mean by "project manager".
            It's a person that uses MS Project (or alike) to create Gantt charts, and also opens .ini files to make a few changes.

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              #36
              I'm a VERY new game creator but I can say that UDK is more than just a simple MOD kit. It's also one of the best engines out I think.... Yeah I know the CryEngine can do this and that... but get your liscence for and you can tell me how it works.... right.

              Maybe it can't do EVERYTHING the actual UE3 can do YET, but it CAN do an awful lot for a totally 100 percent free tool. (well the 25 percent thing) but still. Other engines that aren't this simple to use cost a LOT more. So editing a few ini files and having a certain folder isn't too large of a deal.

              Oh and I understand what you mean about people taking your assets. I don't mind telling people I used the UDK to make it. But if I make assets myself (like from scratch) I don't know if I'd want just everyone using all of them all the time.

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                #37
                Originally posted by Denny View Post
                gfx.addict >> This is how UE3 works, the only difference between UDK and UE3 is source code access. So what if you can't rename ONE folder? Does that make the engine worse? No, it only annoys the person developing the game.
                What nonsense. If it's annoying developers, it's just common sense to change it. Not leave it as it is and say "well this is how it is and if you want things to be improved then you're an ignorant newbie."

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                  #38
                  no, it can do everything the actual UE3 can do, because it is the actual UE3. No, you can't modify it's source to add additional things that can't be done in unrealscript, but they did add DLLBind to mitigate that to some degree.

                  I'd say that's not really annoying everyone who's developing, just a handful of people.

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                    #39
                    Originally posted by BigDaz View Post
                    What nonsense. If it's annoying developers, it's just common sense to change it. Not leave it as it is and say "well this is how it is and if you want things to be improved then you're an ignorant newbie."
                    If your main concern is about a folder that most end users won't ever see, then maybe you should rethink your development strategy. Buy a real license and get the source code if you're so concerned to change the name.

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                      #40
                      Originally posted by BigDaz View Post
                      What nonsense. If it's annoying developers, it's just common sense to change it. Not leave it as it is and say "well this is how it is and if you want things to be improved then you're an ignorant newbie."
                      Maybe not the way YOU would do it, but obviously the way Epic does, although they don't insult you about it.

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                        #41
                        Originally posted by Denny View Post
                        If your main concern is about a folder that most end users won't ever see, then maybe you should rethink your development strategy. Buy a real license and get the source code if you're so concerned to change the name.
                        If

                        .................................................. ............

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                          #42
                          Originally posted by immortius View Post
                          Compared to everything else that goes into making a game, editing a few ini files is nothing. You do realise people who make "real, professional" games with the Unreal Engine have to edit ini files too? And what matter is the prefix of a folder that users will never see?
                          That's a dumb attitude toward product improvement.

                          Basically the original poster is saying why are you making us futz around with these stupid minor files instead of integrating them into a full app-like solution that handles this stuff in the background. We are here to design games, not mess around with configurations.

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                            #43
                            Originally posted by Xendance View Post
                            Tell me, why would you need some tool integrated into UDK to edit .txt files, especially when you could just use notepad or some other text editor.
                            Why would you need the same for any application that does anything?

                            Answer: Because an application does that. That's what an application is: a UI that handles inputs and gives outputs using buttons and sliders and stuff so you don't have to mess around writing files in notepad.

                            Have you ever noticed that when you use Photoshop you don't have to go into some obscure folder somewhere and change a config file using Notepad if you want to save your picture as a gif or a png or a jpeg? Why is that? Because the app developers have done their job. They made an application.

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                              #44
                              ^^ I'm with the above poster. It's one thing to get upset over newcomers asking for "magic buttons" that create game logic and what not, but this is a simple suggestion for improving the software/editor..

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                                #45
                                Originally posted by XFunc_CaRteR View Post
                                That's a dumb attitude toward product improvement.

                                Basically the original poster is saying why are you making us futz around with these stupid minor files instead of integrating them into a full app-like solution that handles this stuff in the background. We are here to design games, not mess around with configurations.
                                Well, kind of. Except you are saying it much better and nicer than the original poster said it.

                                Maybe people should go check out Nemesis's project-starter applet thingee over in the Released things section.

                                Although having a full INI editor within the editor would be nice. As well as being able to compile while the editor is open.

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