Originally posted by Space9
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Need UDK to mature to a Game Engine...
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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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Originally posted by Denny View Postgfx.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.
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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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Originally posted by BigDaz View PostWhat 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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Originally posted by BigDaz View PostWhat 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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Originally posted by Denny View PostIf 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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Originally posted by immortius View PostCompared 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?
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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Originally posted by Xendance View PostTell 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.
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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Originally posted by XFunc_CaRteR View PostThat'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.
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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