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News From Epic Games - January 2012 UDK Beta Released

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    #31
    Better Nate than lever, here is the INI comparison between the November and January build:

    DefaultEngine.ini
    Code:
    Added:
    [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
    […]
    bUseVAC=true
    bRelaunchInSteam=false
    RelaunchAppId=0
    GameDir=unrealtest
    GameVersion=1.0.0.0
    Region=255
    CurrentNotificationPosition=8
    ResetStats=0
    bFilterEngineBuild=false
    VOIPVolumeMultiplier=4.0
    
    [OnlineSubsystemSteamworks.OnlineGameInterfaceSteamworks]
    +FilterKeyToSteamKeyMap=(KeyId=1,KeyType=OGSET_LocalizedSetting,RawKey="",SteamKey="map")
    +FilterKeyToSteamKeyMap=(KeyId=14,KeyType=OGSET_LocalizedSetting,RawKey="",SteamKey="dedicated",IgnoreValue="0")
    +FilterKeyToSteamKeyMap=(KeyId=12,KeyType=OGSET_LocalizedSetting,RawKey="",SteamKey="full",bReverseFilter=true,IgnoreValue="0")
    +FilterKeyToSteamKeyMap=(KeyId=13,KeyType=OGSET_LocalizedSetting,RawKey="",SteamKey="empty",bReverseFilter=true,IgnoreValue="0")
    +FilterKeyToSteamKeyMap=(KeyType=OGSET_ObjectProperty,RawKey="bAntiCheatProtected",SteamKey="secure",IgnoreValue="0")
    
    
    Removed:
    [Engine.GameViewportClient]
    bUseHardwareCursorWhenWindowed=FALSE

    MobileEngine.ini
    Code:
    Changed:
    [Engine.StartupPackages]
    […]
    Package=UDKFonts   // Used to be "-Package=UDKFonts", maybe a typo?
    
    
    
    Removed:
    [Engine.PackagesToForceCookPerMap]
    !Map=UDKFrontEndMap
    !Package=UDKFrontend
    !Package=UI_FrontEnd_Art
    // General change: DebugCameraInput is now part of the GameFramework package and not the Engine package.



    DefaultEngineUDK.ini
    Code:
    Added:
    [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
    […]
    bRelaunchInSteam=false
    RelaunchAppId=0
    ProductName=unrealdk
    bFilterEngineBuild=false
    VOIPVolumeMultiplier=1.0
    
    [CoreAudio.CoreAudioDevice]
    ChirpInSoundNodeWaveName=A_Interface.RadioChirps.Radio_ChirpIn01
    ChirpOutSoundNodeWaveName=A_Interface.RadioChirps.Radio_ChirpOut01

    DefaultInput.ini
    Code:
    Added:
    [Engine.PlayerInput]
    […]
    .Bindings=(Name="GBA_LookUp",Command="Axis aLookup Speed=-.1 AbsoluteAxis=100")
    .Bindings=(Name="GBA_LookDown",Command="Axis aLookup  Speed=+.1 AbsoluteAxis=100")

    DefaultUI.ini
    Code:
    Changed:
    [UTGame.GFxUDKFrontEnd_FilterDialog]
    +ListOptions=(OptionName="Mode",OptionLabel="GAME MODE",OptionData=("Deathmatch","Team Deathmatch", "Capture the Flag", "All Gametypes", "Unlisted Gametypes")) // All Gametypes and Unlisted Gametypes are new

    UDKEditor.ini
    Code:
    Added:
    [UnrealEd.ContentBrowser]
    […]
    bAllowMaterialCompileForOtherPlatforms=False

    UDKEditorUserSettings.ini
    Code:
    Changed:
    [UnrealEd.EditorUserSettings]
    […]
    bAutoSaveContent=True // Was False before.
    
    
    
    Removed:
    [Directories2]
    […]
    FBXAnim=
    MeshImportExport=

    UDKEngine.ini
    Code:
    Added:
    [Engine.ScriptPackages]
    […]
    NetNativePackages=WinDrv
    
    [Core.System]
    […]
    Suppress=DevHttpRequest
    
    [OnlineSubsystemSteamworks.IpNetDriverSteamworks]
    NetConnectionClassName=OnlineSubsystemSteamworks.IpNetConnectionSteamworks
    
    [UnrealEd.EditorEngine]
    […]
    EditorOnlyContentPackages=EditorShellMaterials
    EditorOnlyContentPackages=MobileEngineMaterials
    EditPackages=WinDrv
    
    [SystemSettings]
    MobileColorGrading=False
    
    [SystemSettingsFlash]
    BasedOn=SystemSettingsMobileTextureBias
    DirectionalLightmaps=True
    MotionBlur=FALSE
    MotionBlurPause=FALSE
    DepthOfField=TRUE
    AmbientOcclusion=FALSE
    Bloom=TRUE
    Distortion=FALSE
    FilteredDistortion=FALSE
    bAllowLightShafts=TRUE
    MobileHeightFog=True
    MobileModShadows=True
    DynamicShadows=True
    TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point)
    TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    
    [IpDrv.HttpFactory]
    HttpRequestClassName=WinDrv.HttpRequestWindows
    
    // The already mentioned Steam stuff.
    
    
    
    Changed:
    [SystemSettingsIPad2]
    […]
    AllowSecondaryDisplays=False // Used to be True
    
    [MobileSupport]
    […]
    bShouldFlattenMaterials=True // Used to be False

    UDKGame.ini
    Code:
    Added:
    [Engine.AccessControl]
    […]
    bAuthenticateClients=True
    bAuthenticateServer=True
    bAuthenticateListenHost=True
    MaxAuthRetryCount=3
    AuthRetryDelay=5
    
    [GameFramework.GameCheatManager]
    DebugCameraControllerClassName=GameFramework.DebugCameraController
    
    [GameFramework.FrameworkGame]
    RequiredMobileInputConfigs=(GroupName="DebugGroup",RequireZoneNames=("DebugStickMoveZone","DebugStickLookZone","DebugLookZone"))
    
    [DebugLookZone MobileInputZone]
    InputKey=MouseY
    HorizontalInputKey=MouseX
    TapInputKey=MOBILE_Fire
    Type=ZoneType_Trackball
    bRelativeSizeX=true
    bRelativeSizeY=true
    X=0
    Y=0
    SizeX=1.0
    SizeY=1.0
    VertMultiplier=-0.0007
    HorizMultiplier=0.001
    Acceleration=12.0
    Smoothing=1.0
    EscapeVelocityStrength=0.85
    bIsInvisible=1
    TapDistanceConstraint=32
    
    [DebugStickMoveZone MobileInputZone]
    InputKey=MOBILE_AForward
    HorizontalInputKey=MOBILE_AStrafe
    Type=ZoneType_Joystick
    bRelativeX=true
    bRelativeY=true
    bRelativeSizeX=true
    bRelativeSizeY=true
    X=0.05
    Y=-0.4
    SizeX=0.1965
    SizeY=1.0
    bSizeYFromSizeX=true
    VertMultiplier=-1.0
    HorizMultiplier=1.0
    bScalePawnMovement=true
    RenderColor=(R=255,G=255,B=255,A=255)
    InactiveAlpha=0.25
    bUseGentleTransitions=true
    ResetCenterAfterInactivityTime=3.0
    ActivateTime=0.6
    DeactivateTime=0.2
    TapDistanceConstraint=5
    
    [DebugStickLookZone MobileInputZone]
    InputKey=MOBILE_ALookUp
    HorizontalInputKey=MOBILE_ATurn
    Type=ZoneType_Joystick
    bRelativeX=true
    bRelativeY=true
    bRelativeSizeX=true
    bRelativeSizeY=true
    VertMultiplier=-0.5
    HorizMultiplier=0.35
    X=-0.2465
    Y=-0.4
    SizeX=0.1965
    SizeY=1.0
    bSizeYFromSizeX=true
    RenderColor=(R=255,G=255,B=255,A=255)
    InactiveAlpha=0.25
    bUseGentleTransitions=true
    ResetCenterAfterInactivityTime=3.0
    ActivateTime=0.6
    DeactivateTime=0.2
    TapDistanceConstraint=5
    UDKInput.ini
    Code:
    [Engine.PlayerInput]
    […]
    Bindings=(Name="WiiU_PointerX",Command="Axis aWiiUPointerX Speed=1.0")
    Bindings=(Name="WiiU_PointerY",Command="Axis aWiiUPointerY Speed=1.0")
    Bindings=(Name="GBA_LookUp",Command="Axis aLookup Speed=-.1 AbsoluteAxis=100")
    Bindings=(Name="GBA_LookDown",Command="Axis aLookup  Speed=+.1 AbsoluteAxis=100")
    
    [UnrealEd.EditorViewportInput]
    […]
    Bindings=(Command="CAMERA ALIGN NEXT",Name=Add)
    Bindings=(Command="CAMERA ALIGN NEXT",Name=Equals,Shift=True)
    Bindings=(Command="CAMERA ALIGN PREVIOUS",Name=Subtract)
    Bindings=(Command="CAMERA ALIGN PREVIOUS",Name=Underscore,Shift=True)

    Comment


      #32
      February beta is out:
      http://www.udk.com/news-beta-feb2012.html

      But it is March here already.

      Comment


        #33
        Well, on the bright side, after 4-5 months of consistent release dates, we know when to expect the new betas. On the flip side, that generally means the last working weekday of each month.

        Comment


          #34
          Originally posted by Crusha K. Rool View Post
          February beta is out:
          http://www.udk.com/news-beta-feb2012.html

          But it is March here already.
          It was still February for me

          Comment

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