You cant load up the editor with the new FrontEnd? Thats sucks.
Announcement
Collapse
No announcement yet.
Epic Games Releases December 2010 Unreal Development Kit Beta
Collapse
X
-
Originally posted by Blade[UG] View PostIt looks quite readable on both of my CRTs .. Although personally, I think that the Frontend went from "mostly useless" to "almost completely useless" except during the cooking process, now. People used to use it to switch between editor, compiler, and game, I think, but now all it does is package.
I can't even launch the game in a simple and convenient way anymore, it's probably done somehow with that launch button, but the whole profile stuff screws it up probably because I assume it will launch the map that is mentioned in the profile and not the menu by default. Can't really test it because it freezes when I try to launch it with that button.
Why does it's icon look like a piece of cake btw?
Comment
-
Originally posted by TheAgent View PostYou cant load up the editor with the new FrontEnd? Thats sucks.
I did not pay attention to it, since I use the UDK Frontend...
Comment
-
There are shortcuts in the UDK menu in your start button for "Editor", "Game", and "Mobile Game" .. should probably be one for "Mobile Editor" also, unless "Editor" goes to the mobile editor, I don't really know. I use the windows command line to do most everything anyway - I'm seriously old school.
I've had a lot of people show up on my IMs recently, asking how to start the editor now.
Comment
-
I'd love to see android compatibility - I hate Apple with a passion, they've become the stereotype Microsoft used to be.
Although I'm sure there'll be great success having a decent engine running on the iEverythings now, good luck to everyone who develops.
How would the licence work by the way? Would Epic take 25% from the total revenue, or from the profit after Apple takes their percentage?
Comment
-
Report !
We have a bug with the bsp shadows ! :\
http://forums.epicgames.com/showthread.php?t=756046
Comment
-
In prior builds, my assets in the content browser had a small icon in the lower left to show that they were not loaded, but at least I could see the assets. In the December build, I don't see anything when I click on a package except the message "Nothing to show; check your filter". Has anyone else experienced this? Thanks.
Comment
-
Thanks, Blade: It's been hit-and-miss in all of the builds that I've tried (I started with the May 10 build). As a noob, I often realize that I should have put assets in a different package (or make the package bigger than the recommended 300 Mb) and when I use the move/rename option, everything disappears. Not sure why Dec 10 is worse, but it's comforting to know that it's not just me.
Originally posted by Blade[UG] View Postdjohn: something regarding game asset database, i've never seen the function work in any version, though, vaguely surprised someone has
Comment
-
As a follow-on to my last post, I noticed today when I started up the UDK editor, I got a familiar dialog - something about checking assets. It occurs regularly and (foolishly) I don't pay much attention to it. It's something that the editor wants to do regularly, and it doesn't take long so I click OK and do something else in the meantime.
After it happened today, however, I noticed that I could now see my assets in their packages, albeit with the "not loaded" icon in the lower left corner. After a quick check of the number of assets, I did a "fully load" on a few of the packages and the asset counts were the same - meaning that I can browse for a texture for a material without having to full load all of my textures.
Unfortunately, I don't see a menu item in the editor to do this when I need it. Does anyone have any idea how to trigger this check manually?
Comment
Comment