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Geek Culture / Unreal Engine 3 is now free to use!

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NeX the Fairly Fast Ferret
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Posted: 6th Nov 2009 18:54 Edited at: 6th Nov 2009 18:58
I think you misinterpreted that. I meant that if you were to try and do it yourself, the same libraries would cost a LOT.

Hence:
Quote: "It's fairly good value for money"


It's a good engine. There's nothing wrong with it. I make one observation about the mass of outsourcing and suddenly Epic Games "spat in my soup".

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Jeku
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Posted: 6th Nov 2009 19:41 Edited at: 6th Nov 2009 19:41
Quote: "It seems laughable now that they could ever of had the front to ask that price with so many great engines available today."


Considering triple-A games cost upwards of $10, $20, $30, $60 million to produce, a few million for a kick butt engine is nothing to a large publisher.

Everyone should download that Ball demo and have a look at it-- it looks really beautiful and has the "feel" of a big budget engine behind it. In my opinion 25% is a small price to pay for an indie game company, considering the first $5k isn't included. Sure, you won't get rich, but the experience gained is worth it for those of you who want to get in the industry. I'm sure there's a way to flat out license the engine, as well.


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xplosys
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Posted: 6th Nov 2009 19:53
You can look at it any way you want and make arguments for any side. The way I see it, if someone is willing to let you use their engine with no fee up front, and you only have to pay if you make a profit, that's a pretty good deal.

If on the other hand you are certain of your ability to produce an "A" game and you know how much you will make, then an up front purchase may be the way for you to go. If you're really good, make your own engine and save that cost entirely.

For most of us, it's just going to be fun and one heck of a learning curve after playing with FPS Creator.

Brian.

Uthink
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Posted: 6th Nov 2009 21:09
So Unity or Unreal?

That is the question!

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
David R
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Posted: 6th Nov 2009 23:24 Edited at: 6th Nov 2009 23:24
I'm personally leaning toward Unity due to its cross-platformness. At the same time though, I assume any decent experience you get with UE that translates into a finished project will look good on a CV (even small titles with this licence would presumably be a good show for any company after UE experience)

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Aaagreen
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Posted: 7th Nov 2009 12:29
As awesome as the Unreal Engine 3 graphics are, I'm still sticking with good ol' Source.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
tatts
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Posted: 7th Nov 2009 13:22
I've downloaded both these programs. So far I have to say I like the terrain editor in Unity and it seems fairly easy enough to get to understanding it. What i also like about unity is that it supports Blenders .blend format, which i've been hooked to lately. I love the Island demo for unity, very nice.

The UT3 engine I think is actually very nice as well. As soon as I opened the editor, I found it had a very familiar feel to it. It's a simple CSG editor. And to learn both these programs is as simple as bring up a youtube search.

The sad thing is, I think this will actually hurt small companies such as TGC and Blitz. The problem here is that they are giving you great power at no cost till your more or less ready to sell your product. Professional tools with loads of resources and documentation and nothing to loose. I WAS thinking about buying the leadwerks game engine...But with these great engines available, I find there no sense in waisting anymore cash.

In fact, the are so many professional tools being made available for free that I think in the end, TGC / Blitz / 3d gamestudio and all these other small companies are going to have to pull some serious tricks out of their sleeves if they are going to survive in the game market. I wonder how it will be before we see 3ds max made free.
Aaagreen
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Posted: 7th Nov 2009 13:25
You mean like Gmax?

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Sid Sinister
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Posted: 7th Nov 2009 14:37
Eh, Gmax is really limited compared to 3DSM. Plus, they discontinued Gmax in 2005.

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Uthink
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Posted: 7th Nov 2009 16:30
Quote: "The sad thing is, I think this will actually hurt small companies such as TGC and Blitz. The problem here is that they are giving you great power at no cost till your more or less ready to sell your product."


I'm not going to get into heavy criticism, but I bought into the X10 thing with TCG and let's just say I was deeply disappointed with their product strategy. A strategy revealed to people well after purchase. I will continue to use it a quick prototyping tool, but odds are that as I get comfortable with Unity I will completely migrate.

That being said, the TGC store is a good move and could be viewed as the future revenue stream. Allowing them to match "free" engine offers?

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
ionstream
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Posted: 8th Nov 2009 00:22
Quote: "It isn't a stupid statement. Fringe platforms account for a lot of users and hence a lot of potential buyers. For a small developer the more audience = more £££."


It's a stupid statement in that Windows-only software is far, far from "useless" for ANY developer standpoint, independent or not.

Nomad Soul
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Posted: 8th Nov 2009 01:12
I just downloaded UDK. Can't believe this is out and I only just downloaded Unity 3D. Think I'll go with UDK though

Does anyone know how to add an enemy into a map? I'm working through a basic map tutorial but can't find anything on adding some enemies.

Thanks
bond1
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Posted: 8th Nov 2009 01:23
I'm anxious to give this a try, Unreal is supposed to be one of the best documented engines, so hopefully it won't take half a year to get something up and running. I'll have to check out some tutorials.

It would be so cool to get some type of basic walkthrough level going.

----------------------------------------
"bond1 - You see this name, you think dirty."
Nomad Soul
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Posted: 8th Nov 2009 01:46
@bond1

This Unreal Engine 3 development kit is awesome. You must download it

Here is the basic map tutorial I'm using
http://udn.epicgames.com/Three/CreatingLevels.html

Attached a pic of a demo map that comes with it.

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Uthink
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Posted: 8th Nov 2009 02:15
With free engines, will we see Bond1 characters in Unity and Unreal?

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
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Posted: 8th Nov 2009 02:16
Wow, that screen was unreal!

bond1
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Posted: 8th Nov 2009 09:49 Edited at: 8th Nov 2009 09:49
Quote: "This Unreal Engine 3 development kit is awesome. You must download it"


Cool, I can't wait to try it. Hopefully I can get it working on Windows 7.


No doubt that Unreal games are beautiful. But is it just me, or do a lot of them look kinda...samey? You know the look, slightly fuzzy, just a bit overblown with bloominess...like everything has some type of aura around it. Maybe it's just the flavor of the month "look" that everyone is going for right now. But it seems a bit overdone IMO.

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CoffeeGrunt
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Posted: 8th Nov 2009 12:37
Just downloaded it, and got a few things worked out in the UI, can't get map collision to build properly though...

@Bond

I believe there must be bloom settings somewhere, if you look at the UDK site, there's screens where it's simply just not there...

I've made pretty good progress so far, in my opinion at least, completely tutorial less, although I'll check out that one you used Nomad...

Violence isn't the answer, it's the question...
Sid Sinister
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Posted: 8th Nov 2009 14:20
Bond1, I have Win 7 64 bit and everything is working fine on my end. I heard some people have had some problems installing, but everything went smoothly for me.

Yeah, a lot of games using the Unreal Engine look the same. But I have seen games that don't as well. Like CoffeeGrunt said, just mess with the settings.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Seppuku Arts
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Posted: 8th Nov 2009 14:27 Edited at: 8th Nov 2009 14:28
Installed fine for me also and I'm still using the 32bit RC. I'd say it runs fine, but I've had an over-heating problem as of late and currently can't afford to fix it. I get 10 minutes out of it running smoothly as a result and to be fair, so does HL2 and L4D.

CoffeeGrunt
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Posted: 8th Nov 2009 18:42
I've hit a bit of a wall with it, has anyone successfully got X files into the Content Editor? And if so, how?

I've got a crapload of media sitting in my FPSC directory, and I wanna try it out. Don't worry, I'm only using stuff licensed to go in other engines as well...

Violence isn't the answer, it's the question...
tatts
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Posted: 8th Nov 2009 19:02
This program is just great, I've spent all morning on this so far and have already learned enough to build my maps and run them, indoors and out. Very easy program to learn and I love how easy it is to create and apply materials with it. At first the materials were very confusing because all the tutorials I've watched so far are based on an older version so the buttons and procedures are a bit different. But once I figured it out I find it is actually very easy.
Very nice program indeed, I am glad to have read this post. Now just need to figure out how to import my own media and a few other things and I should be set.
Uthink
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Posted: 8th Nov 2009 19:07
Quote: "But is it just me, or do a lot of them look kinda...samey?"


I just started playing Borderlands. They used the Unreal engine and went for the Comic book look.

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Jeku
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Posted: 8th Nov 2009 19:56
I would think the "samey" problem is due to the artist's texture work and not really the engine per se. I have seen some Unreal games, like Borderlands, that look completely different.


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Seppuku Arts
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Posted: 8th Nov 2009 20:00 Edited at: 8th Nov 2009 20:01
Square went with the er...Square look for The Last Remnant with Unreal 3 as well. The only styles I can this of that are samey are UT3, GoW and that game you can download for UDK. Though I suppose Bioshock had a case of bloomification, but so is the case for some non-Unreal games.

tatts
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Posted: 8th Nov 2009 20:42 Edited at: 8th Nov 2009 20:43
@coffergrunt. You can't load an X files to UT3 from the seems of it. However you can load a custom mesh from blender using a python script exporter that saves out as a .ase file. You can get the script here... http://www.katsbits.com/htm/tools_utilities.htm#ase , goofosASE-2.44v0.6.10b_UT is the script you'll need.

To export your mesh using blender 2.49b, Open the text editor, go to text/open, navigate to the goofosASE-2.44v0.6.10b_UT script and open it. once it is opened in the text editor just press Alt P to run the exporter and export your mesh.

To import, In the UT3 editor, open the content browser, on the bottom left of the browser click to create a new asset folder name it and click ok, from there just drag and drop the saved .ase file into the newly created asset window and it should import your mesh. hope that helps. I've tested this myself and it worked fine.
Conjured Entertainment
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Posted: 9th Nov 2009 00:06 Edited at: 9th Nov 2009 00:11
This offer is fantastic!
25% is nothing to get your hands on a commercial engine of this quality.
I will enjoy making the first $5,000 royalty free, especially with only $99 up front costs. (I'm not looking a gift horse in the mouth)

I for one have been looking for an engine to develop a racing game, and I think this one might suit me just fine.

Thanks for the info Jeku, you rock!

fik
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Posted: 9th Nov 2009 00:48
If you are looking for tutorials for this http://www.3dbuzz.com/vbforum/sv_home.php has a lot of free video tutorials. Which although are aimed at UT3 game, so not quite up to this version. This is bit later version of the engine, they are very good and still very relevant.
bond1
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Posted: 9th Nov 2009 06:49
Quote: "The only styles I can this of that are samey are UT3, GoW and that game you can download for UDK. Though I suppose Bioshock had a case of bloomification,"


Haha, well those were the 3 specific games I was thinking of, plus that Ball demo had the same look to it.

But anyhow, it's good to know that the engine doesn't automatically put it's big greasy fingerprint on everything you put into it.

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Conjured Entertainment
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Posted: 9th Nov 2009 22:16 Edited at: 10th Nov 2009 09:16
Quote: "I'll have to check out some tutorials.

It would be so cool to get some type of basic walkthrough level going."

If I can figure anything out about it, then I will make a video of it. (if that helps)
I'll make a racing game tutorial unless you guys know of any existing ones.

Quote: "But anyhow, it's good to know that the engine doesn't automatically put it's big greasy fingerprint on everything you put into it."

I feel like a traitor to TGC for using it though.

I was surprised to see that Bioshock and Bioshock 2 were on the list of games made with U3.
It is hard to ignore.

Quote: "I'm anxious to give this a try, Unreal is supposed to be one of the best documented engines, so hopefully it won't take half a year to get something up and running."

This might help. (It's gonna be a lot of fun Bond)
I call this one up & running... (check out the moving floor (I did that on accident))

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Aertic
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Posted: 10th Nov 2009 09:43 Edited at: 10th Nov 2009 09:49
I<3Jek- I mean UE3.

I tried out the Editor back when UT3 was released and it was by far easy than I expected.

Conjured Entertainment
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Posted: 10th Nov 2009 21:00
Here is a link to Epic's Video Training Modules for the UE3.

NeX the Fairly Fast Ferret
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Posted: 10th Nov 2009 21:00
Do they explain how ladders work? Neither I nor my tutor can make them face any direct except south and even then they don't act as expected.

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Conjured Entertainment
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Posted: 10th Nov 2009 23:46 Edited at: 10th Nov 2009 23:55
Quote: "Do they explain how ladders work? "

I have not watched all of them yet, so I'm not sure.

The terrain one is a bit tricky since the editor for UE3 and UDK are a little different, but just play around with it a bit to get the hang of it.
I have the terrain figured out somewhat now, and I have a vehicle in, but it's all Unreal stuff so I need to replace the media. (see attachment)
I'm a happy camper so far, but it looks as if importing custom media may be difficult for me.

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NeX the Fairly Fast Ferret
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Posted: 11th Nov 2009 00:04 Edited at: 11th Nov 2009 00:05
If you ever have problems with terrain not painting texture wise (doesn't always happen, but often, may be the root cause of your "media importing" problem) go into camera mode, move it at least 64uu up and then back down and then rebuild.

Don't ask why, it fixes it every time. If you ever open your map and find your terrain is displaying its normal map rather than its diffuse, open the terrain editor and open every material folder in sequence and then close them all. Rebuild. Terrain seems to be a twitchy thing, though when it works it looks quite good.

According to several forum posts, the LadderVolume doesn't work. I don't seem to be able to replicate one using gravity or water volumes either.

~14 months experience mapping with UE3

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fallen one
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Posted: 11th Nov 2009 00:44
Ladders, Ive used the older versions of the unreal engine for years, now this is what we did years ago with old versions of the editor, what we used to do is place a static mesh ladder (or bsp created ladder in the oldest versions) in front of your ladder place a bsp stairs, (not sure if you still use bsp in the new engine, I'm sure its just a vamped up ut3/4k, so I think the same principles are in order, anyway make the bsp stairs really steep, like really steep, and make them invisible, I forget how we used to do this, either there is a check box for invisible or a masked texture was put on it, I'm sure there was options for yes to bsp collision and visible or invisible, anyway, as strange as it sounds, having a really really steep stair case, say only a foot wide at its biggest depth, if that, anyway, the characters would walk up it, it worked anyway.

NeX the Fairly Fast Ferret
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Posted: 11th Nov 2009 00:50 Edited at: 11th Nov 2009 00:50
Already tried that, I'm afraid. Causes huge BSP holes due to the small size of the steps and doesn't work in UE3. Sorry. Thanks.

Some of the work I've done with the UE engine... nearly all BSP.



Yes, that's realtime reflective water.

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fallen one
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Posted: 11th Nov 2009 01:22
Have you got ambient light in there, like I said I used the old editors, but the new one will be like the old one in many ways, never use ambient light in unreal, only time it works is in levels with zero light and heavy fogging and ambient set under 20. always light only with those light icons, check your properties for ambient light and switch it off.

NeX the Fairly Fast Ferret
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Posted: 11th Nov 2009 01:25
I don't use the ambient light. I use only point and spot lights, though I quite often use a large radius and a low FalloffExponent to essentially remake an ambient light, except it doesn't penetrate walls.

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fallen one
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Posted: 11th Nov 2009 01:32
Has this UDK got everything in for a multiplayer game, like ut3/4k did, or has it been ripped out and you will have to code it in, also if its in, does it come with gametypes, ie capture the flag, assualt, etc, etc?

Conjured Entertainment
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Posted: 11th Nov 2009 02:45 Edited at: 11th Nov 2009 08:53
Quote: "~14 months experience mapping with UE3...Some of the work I've done with the UE engine... nearly all BSP."

That looks awesome!

Quote: "Have you got ambient light in there,"

Quote: "I don't use the ambient light. I use only point and spot lights,"

Cool
I needed work on my lights in the last video. (my first light (sun) was too low)
I changed it and added an orangish one for looks...

"Dang it!" ...Kipp

Man, it looks like you need Maya or 3DS Max to import any custom stuff.

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Conjured Entertainment
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Posted: 11th Nov 2009 08:55 Edited at: 11th Nov 2009 08:55
Sorry for the double post, but I just realized that Milkshape 3D can export the PSK and PSA files for UE3!

Hey Bond, do you recognize this guy..? (he is helping me test some stuff)

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fallen one
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Posted: 11th Nov 2009 17:45
3D Buzz UDK Video Tuts Coming Soon

D Buzz, authors of many previous outstanding Unreal Ed video tutorials (including those bundled with various versions of UT 2004) are apparently at work on supporting videos for the Unreal Development Kit. Jason Busby mentions in a forum post-

copied , see below

I can assure you... VTMs are coming. We had over 13 hours complete... and then had to re-record everything because of a few things in the UI that got moved around or changed at the last minute. Fun fun.

In any case, I don't think you guys will have to wait much longer than a week.

BuZZ

see from thread here
http://www.3dbuzz.com/vbforum/showpost.php?p=1484109&postcount=45

Conjured Entertainment
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Posted: 11th Nov 2009 19:30 Edited at: 12th Nov 2009 07:24
Quote: "In any case, I don't think you guys will have to wait much longer than a week.

BuZZ "

Groovy Kewl, thanks Fallen One.

Today I learned about fracturing walls on a YouTube Tutorial.

Check out my results attached... (I had to do some stuff not shown in the tutorial for the texturing, but ...)

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tatts
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Posted: 12th Nov 2009 21:11
@ nomad soul, To add a bot in udk, Assuming you've already created a map. Right click in the 3d view or where ever you would want to place a player or bot, Select Add actor then select add Playerstart, You can have up to 16. After your done placing the playerstart(s), Save your map as DM-(NAME) then Build and run the level. once the level is running hit TAB to bring up the console commands and type ADDBOTS 1 and hit enter. thats it, that will bring up 1 bot, again You can have up to 16 just change the 1 to whatever amount of bots you want. You have too save using the DM- like DM-level01. This tells the engine that it is a deathmatch type game. Oh and the enemies always respawn to so.
Hope that helps.
Nomad Soul
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Posted: 12th Nov 2009 21:19
Thankyou so much!

I really appreciate it. I've only got a basic map at the moment but it will be cool to have something to shoot at until I can make something better.
NeX the Fairly Fast Ferret
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Posted: 12th Nov 2009 21:32
That's not so much adding bots to your map as it is adding bots to your current session... I was hoping for something more technical.

(and no, I don't know how to add persistent actors to single player maps... yet)

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Benjamin
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Posted: 12th Nov 2009 21:45
Why not just write a script that spawns bots at map load? Pretty sure it's possible to embed scripts in maps somehow though I've not done mapping myself so I'm not sure.
NeX the Fairly Fast Ferret
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Posted: 12th Nov 2009 21:48
Well, the game engine does that if you tell it to from the server setup menu. Never try and override what the game engine says. I thought he meant single player characters... be a bit odd if a single player level worked like a multiplayer level.

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fallen one
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Posted: 13th Nov 2009 14:48
UDK Passes 50,000 Users in One Week!

In the week since UDK was released, people have been going nuts over it. The official UDK forums are buzzing daily and cool and exciting projects are already in the works on the technology. Today, Epic has issued a press release stating that UDK has eclipsed 50,000 users in over 100 countries across the world. Along with this, they also mention the "imminent" release of more updates to the beta version of UDK, seeming to imply that user feedback and feature additions should be coming soon.

Hourences' Massive UDK Tutorial
Hourences has put together a massive tutorial on the steps needed to take your UDK game from scratch to packaging. Here are the steps that are covered:

* How to set up the folders for your game.
* Setting up and compiling Unrealscript.
* Creating a super basic third person game using UT3 assets.
* How to configure the ini files.
* How to build a super basic level.
* How to make a basic menu.
* How to add basic localization support.
* How to cook the game.
* How to package and distribute the game.
* How to troubleshoot.

http://tutorial.toltecstudios.com/

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