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News From Epic Games - November 2011 UDK Beta Released

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    News From Epic Games - November 2011 UDK Beta Released

    Epic Games Releases November 2011 Unreal Development Kit Beta

    Epic Games, Inc. has released the November 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more. The latest beta is available now at www.udk.com/download.

    UDK Showcase: Waves




    This month’s showcase features the breakout indie game developed by Squid in a Box, which delivers addictive gameplay peppered with a confetti of striking visuals. To celebrate the arena shooter’s launch on Steam, we sat down with CEO Robert Hale to talk about his years spent making games and the decision to go with UDK. Read more.
    We have showcases of some of the most outstanding UDK projects at www.udk.com/showcase and www.unrealengine.com/showcase. Also be sure to check out the Works in Progress and the Released Projects forums.

    November UDK Beta Upgrade Notes

    Scaleform 4 Upgrade


    Unreal Landscape and Foliage

    • Landscape flatten tool tool is enhanced with a flatten to slope option
    • New Clay Brush makes sculpting of landscape vertex data much quicker and easier
    • Foliage scale axis locking allows for variable Z scale but uniform XY scale, plus z-offset settings
    • New reimport Heightmap / layer button for each layer
    • Updated Unreal Landscape documentation with info on new layer nodes
    • Updated foliage documentation with info on new features
    • Foliage now follows base component on copy/paste/move/rotate/move-to-level
    • Much improved brush painting behavior for both vertex and layers in regular (non-clay) mode. Repainting the same area no longer causes artifacts
    • Changed the regular paint tool behavior so that painting over the same area requires multiple brush strokes. The functionality is now consistent with Zbrush and prevent artifacts

    Editor

    • You can now export skeletal meshes and animations from the editor, enabling bi-directional cinematic workflow
    • Added the ability to adjust sound class volume levels from a matinee track
    • The content browser's 'Packages' view now returns to previously active view (hierarchical or flattened) when filter is cleared
    • Added support for turning off startup movies and toggling cinematic mode for matinee movie captures

    iOS

    • High level Twitter UnrealScript-accessible support has been added
      • You can now show the iOS 5 Tweet UI and optionally attach a local .png image and/or a URL, making use of the single-sign-on Twitter account(s) in iOS 5
      • You can also submit a generic Twitter request (i.e., get the local user’s followers)
      • Implemented for iOS 5

    • Added ADPCM sound encoding support

    Mac OS X feature parity work

    • Additions and upgrades
      • Added support for "Maximize" button
      • Added full support for vertex texture fetch
      • Minor PhysX library update, addressing some rare crashes, and adding "quickload" extension support
      • Support for loops and secondary color attribute during shader generation

    • Fixed issues
      • Instanced drawing now on full parity with PC
      • Light shafts now render properly and have full visual parity with PC
      • Full-screen rendering and MSAA
      • Inconsistent lens flares compared to PC
      • Inconsistencies with anisotropic filtering between PC and Mac
      • Shadows from spotlight on dynamic / skeletal meshes


    New and Updated UDN Pages

    Attached Files

    #2
    Twitter Integration documentation: http://udn.epicgames.com/Three/TwitterIntegration.html

    Comment


      #3
      Hi Guys,

      Thanks for all your hard work, looking forward to giving some of those new foliage features a good working out...

      Also a bit excited about exporting animation from the editor, might simplify the path for getting custom characters into the default UDK games?

      Comment


        #4
        In what format does it export? There is no PSA Importer for Blender (yet), so I hope it's FBX.

        Comment


          #5
          Originally posted by Crusha K. Rool View Post
          In what format does it export? There is no PSA Importer for Blender (yet), so I hope it's FBX.
          It is FBX.

          Comment


            #6
            Talk about cutting the release close! This almost became the December release.

            Comment


              #7
              Click image for larger version

Name:	UDK-2011-11-Inventory Hud Problem.jpg
Views:	2
Size:	38.8 KB
ID:	3248663

              Comment


                #8
                Great release just as always. Thank you Epic.
                Well, a little bit of something in case the UDK development team are interested in... It'd be really great if we could possibly get a demo/base savegame system with one of the forthcoming releases. Of course, there's the dll bind system and "sapitu" but I'd be seriously interested to see a more stable/flexible solution by Epic.

                Comment


                  #9
                  Originally posted by Froyok View Post
                  I finally found a solution, but not the best. The Bokeh works fine until you add a post-process volume wich override some parameters. Since that, the bokeh is disabled and you get the simple DOF.
                  I don't know why it's only happening in game and not in the editor, but the only way to fix that is to avoid Post-process volume.
                  http://forums.epicgames.com/newreply...ply&p=29635687

                  Feature or bug ?
                  From what I have tested, if you use the world properties post-process setting it's ok, but not with a post-process volume.
                  What is strange is that the post-process volume works fine in the viewport, but not ingame.

                  Comment


                    #10
                    Originally posted by ThePriest909 View Post
                    Great release just as always. Thank you Epic.
                    Well, a little bit of something in case the UDK development team are interested in... It'd be really great if we could possibly get a demo/base savegame system with one of the forthcoming releases. Of course, there's the dll bind system and "sapitu" but I'd be seriously interested to see a more stable/flexible solution by Epic.
                    BasicSaveObject
                    BasicLoadObject

                    http://forums.epicgames.com/threads/...e-Games-in-UDK
                    http://danhaddad.wordpress.com/2011/...save-tutorial/

                    Comment


                      #11
                      Most interesting. Thanks for bringing that up.

                      Comment


                        #12
                        Maybe a bit late, but here is the obligatory "what changed in the INIs" overview. I compared the August and November build this time.


                        New files:
                        MacEngine.ini
                        MacGame.ini
                        MacInput.ini
                        MacUI.ini


                        IPhoneEngine.ini
                        Code:
                        Added:
                        [PlatformInterface]
                        […]
                        AnalyticEventsInterfaceClassName=IPhoneDrv.FlurryAnalyticsIPhone
                        TwitterIntegrationClassName=IPhoneDrv.TwitterIntegrationIPhone
                        
                        [IPhoneDrv.FlurryAnalyticsIPhone]
                        ApiKey="contact Flurry for your own key"
                        bUseSecureTransport=false
                        bEnableDebugLogs=true
                        bShowErrorLogs=true
                        bEnableEventLogs=true
                        bReportOnClose=true
                        bReportOnPause=true
                        
                        [FullScreenMovie]
                        -StartupMovies=UDKFrontEnd.udk_loading
                        -LoadMapMovies=UDKFrontEnd.udk_loading


                        MobileEngine.ini
                        Code:
                        Removed:
                        [SystemSettingsMobilePreviewer]
                        BasedOn=SystemSettingsMobile
                        Fullscreen=False


                        DefaultEditor.ini
                        Code:
                        Added:
                        [MobileMaps]
                        +Map=SimpleCourtyard
                        +Map=EpicCitadel
                        
                        [ConsoleMaps]
                        +Map=DM-Deck
                        
                        ; list of maps to cook on build machines for published builds that use this tag
                        [AllMaps]
                        +Section=MobileMaps
                        +Section=ConsoleMaps


                        DefaultEditorUDK.ini
                        Code:
                        Added:
                        [AutomaticFeatureTestMaps]
                        +Map=AFT_AO
                        +Map=AFT_SplineLoftActor


                        DefaultEditorUserSettings
                        Code:
                        Removed:
                        [Directories2]
                        […]
                        COLLADAAnim=..\..\UDKGame\Content\


                        DefaultEngine.ini
                        Code:
                        Added:
                        [URL]
                        […]
                        EXEName=UTGame.exe
                        DebugEXEName=DEBUG-UTGame.exe
                        
                        
                        [Engine.GameEngine]
                        bEnableSecondaryDisplay=false
                        bEnableSecondaryViewport=false
                        SecondaryViewportClientClassName=GameFramework.MobileSecondaryViewportClient //<--Changed from UDKBase.SecondaryViewportClient
                        
                        [SystemSettings]
                        ; UT uses a floating first person weapon so we don't want it to shadow the world
                        bEnableForegroundShadowsOnWorld=False
                        
                        
                        
                        Removed:
                        [Engine.Engine]
                        […]
                        CloudStorageInterfaceClassName=WinDrv.CloudStorageWindows


                        DefaultGameUDK.ini
                        Code:
                        Added:
                        [UTGame.UTGib]
                        bUseUnrealPhysics=true


                        UDKEditor.ini
                        Code:
                        Added:
                        [UnrealEd.ThumbnailManager]
                        […]
                        RenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.LandscapeLayerInfoObject",RendererClassName="UnrealEd.IconThumbnailRenderer",LabelRendererClassName="UnrealEd.LandscapeLayerLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255))
                        
                        
                        [GameAssetDatabase]
                        BranchName=                  //<--Used to be UDKOfflineBranch
                        […]
                        bUseIntegratedSecurity=TRUE
                        UserId=
                        Password=
                        
                        
                        [AutomaticFeatureTestMaps]
                        Map=AFT_AO
                        Map=AFT_SplineLoftActor
                        
                        
                        [MobileMaps]
                        Map=SimpleCourtyard
                        Map=EpicCitadel
                        
                        [ConsoleMaps]
                        Map=DM-Deck
                        
                        [AllMaps]
                        Section=MobileMaps
                        Section=ConsoleMaps
                        
                        
                        
                        Removed:
                        [IntrinsicMetaData]
                        […]
                        ColladaFactory_bImportAsSkeletalMesh=ToolTip| If enabled, import the mesh as a skeletal mesh; if not enabled, import the mesh as a static mesh
                        What's that Asset Database security stuff? Sounds interesting…



                        UDKEditorUserSettings.ini
                        Code:
                        Added:
                        [UnrealEd.EditorUserSettings]
                        […]
                        bAutoReimportAnimSets=False
                        
                        
                        [MatineeCreativeMovieOptions]
                        […]
                        CinematicMode=true
                        DisableMovement=true
                        DisableTurning=true
                        HidePlayer=true
                        DisableInput=true
                        HideHUD=true
                        
                        
                        [LandscapeEdit]
                        […]
                        WeightTargetValue=1.000000
                        bUseWeightTargetValue=False
                        bUseClayBrush=False
                        bUseSlopeFlatten=False
                        bPickValuePerApply=False
                        bApplyToAllTargets=True
                        
                        
                        
                        Removed:
                        [UnrealEd.EditorUserSettings]
                        […]
                        bAutoloadCheckedOutPackages=False


                        UDKEngine.ini
                        Code:
                        Added:
                        [Engine.Engine]
                        […]
                        bSuppressMapWarnings=False
                        bCookSeparateSharedMPGameContent=False
                        bDisableAILogging=False
                        DefaultOnlineSubsystemName=
                        DynamicCoverMeshComponentName=
                        
                        
                        [Engine.GameEngine]
                        […]
                        bEnableSecondaryDisplay=false
                        bEnableSecondaryViewport=false
                        SecondaryViewportClientClassName=GameFramework.MobileSecondaryViewportClient
                        
                        
                        [TextureStreaming]
                        […]
                        MinTextureResidentMipCount=7
                        
                        
                        [UnrealEd.EditorEngine]
                        […]
                        EditorOnlyContentPackages=EditorLandscapeResources
                        EditPackages=OnlineSubsystemGameCenter
                        UseOldStyleMICEditorGroups=true
                        
                        
                        [SystemSettings]
                        […]
                        AllowSecondaryDisplays=False
                        SecondaryDisplayMaximumWidth=1280.0
                        SecondaryDisplayMaximumHeight=720.0
                        MobileModShadows=True
                        MobileClearDepthBetweenDPG=False
                        
                        
                        [SystemSettingsMobile]
                        […]
                        MobileModShadows=False
                        MobileHeightFog=False
                        MobileClearDepthBetweenDPG=False
                        
                        
                        [SystemSettingsIPhone4S]
                        BasedOn=SystemSettingsMobile
                        AllowSecondaryDisplays=false
                        MobileEnableMSAA=True
                        bAllowLightShafts=True
                        MobileModShadows=True
                        DynamicShadows=False
                        ShadowDepthBias=0.025
                        MobileContentScaleFactor=2.0
                        MaxShadowResolution=256
                        
                        
                        [SystemSettingsIPad2]
                        […]
                        AllowSecondaryDisplays=True
                        bAllowLightShafts=True
                        MobileModShadows=True
                        DynamicShadows=False
                        ShadowDepthBias=0.016
                        MobileContentScaleFactor=1.0
                        MaxShadowResolution=256
                        
                        
                        [UnitTesting]
                        UnitTestPath=..\..\Engine\UnitTests
                        UnitTestPackageName=UnitTestPackage
                        
                        
                        
                        Removed:
                        [XAudio2.XAudio2Device]
                        […]
                        WorkAroundXDKRegression=TRUE
                        
                        
                        [Engine.DataStoreClient]
                        […]
                        GlobalDataStoreClasses=Engine.UIDataStore_Strings
                        
                        
                        [AppCompat]
                        MeasuredCPUScore=143.316116
                        CompatLevelComposite=4
                        CompatLevelCPU=5
                        CompatLevelGPU=4
                        
                        
                        
                        Changed:
                        [URL]
                        […]
                        EXEName=UTGame.exe      //<--Was UDK.exe before
                        DebugEXEName=DEBUG-UTGame.exe     //<--Was DEBUG-UDK.exe before
                        Some interesting stuff in that one as well.



                        UDKGame.ini
                        Code:
                        Added:
                        [UTGame.UTGib]
                        bUseUnrealPhysics=true


                        UDKInput.ini
                        Code:
                        Added:
                        [Engine.PlayerInput]
                        […]
                        Bindings=(Command="GROUPS REGROUP",Name=G,Control=True)
                        Bindings=(Command="GROUPS UNGROUP",Name=G,Shift=True)
                        Bindings=(Command="GROUPS TOGGLEMODE",Name=G,Shift=True, Control=True)
                        
                        
                        [Engine.Console]
                        […]
                        ManualAutoCompleteList=(Command="DoMemLeakChecking 30",Desc="Sets a timer to do a MemLeakCheck every N seconds")
                        ManualAutoCompleteList=(Command="StopMemLeakChecking",Desc="Stops the periodic MemLeakCheck that was started via DoMemLeakChecking")
                        
                        
                        
                        Removed:
                        [Engine.PlayerInput]
                        […]
                        Bindings=(Command="POLY SELECT MATCHING GROUPS",Name=G,Shift=True)
                        
                        
                        
                        Changed:
                        [Scaleform.KeyMap]  //<--Section was renamed from [GFxUI.KeyMap]
                        [Scaleform.GamepadMouse]  //<--Section was renamed from [GFxUI.GamepadMouse]

                        Comment


                          #13
                          Mmmm... the shadows eventually display on other shadows? That is an artifact. Almost in 360.

                          Comment


                            #14
                            Oups, wrong thread, sorry.

                            Comment

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