UT3, Gears of War 1 and 2 were all UE3 but it's an engine that's constantly being updated and the last publicly available version was the one with UT3 so this has a lot of new features not in UT3's build of the engine. You can also use this version of the engine to release your own standalone game that doesn't require UT3 or UDK to be installed.
Interesting changes either way : )
I deleted the actual Unreal tourney game and unreal ed 3 this may be regarded as a stupid thing to do but it looks like it has all the features and more and its completley seperate, right?
Haha, can't wait to try it out. Apparently so many people are downloading it right now my download speed stays at 30kb/s as opposed to 120kb/s 1 hour ago.
By the way Neox, are you considering switching to the UDK with your mod? Or would that be too much of a hassle?
With UDK you would be able to reach a much wider audience and I would love to see your great work becoming even more recognized.
Guys, I can load up .ut3 maps alright but it doesn't find the packages. I can't load up packages in the content browser and when I try to load said .upk's from open it crashes :P
Haha, can't wait to try it out. Apparently so many people are downloading it right now my download speed stays at 30kb/s as opposed to 120kb/s 1 hour ago.
It took me a solid hour and a half, but my connection's really bad.
Loving the content browser. Can't wait to play with Lightmass. Thanks, Epic!
With UDK you would be able to reach a much wider audience and I would love to see your great work becoming even more recognized.
we consider a lot of things right now, i guess we will have to evaluate what happens after MSUC
but its simple,
i want to see if lightmass is easier to handle then our maya lightbake pipeline
i want to have the new shadows that don't cast through everything
i want to have custom shadercode
i would like to try ssao, but i guess it won't work, but thats just a guess
it gives a lot of advanteges, but no custom code, lets the major issues stay we had so far, scripting is slow compare to code, and ends up in some issues we'd rather see coded and therefore removed
Ah, okay, well I'm still running 32 winxp sp3 ;P Will try loading packs first.
Still an error - i'm actually trying to open it from regular open -.-
I would use the content browser but it's actually more complicated now ;P
EDIT -Curious, what can you load in the browser? I can only load some unreal tourney related stuff but somone said you can load models from GoW, batman ect.
It took me a solid hour and a half, but my connection's really bad.
Loving the content browser. Can't wait to play with Lightmass. Thanks, Epic!
Same here, my uni apparently considers 2meg connection to be "incredibly fast". I've got about 10 minutes left, so I will try to play around with it.
By the way, does the editor include any content? I assume it does as the download size is quite big. I would love to hop into it quickly and play around with pre-made content.
Nice to hear that you are considering it.
I am not sure if I follow you about the code, as I don't have much experience with UE3. Do you mean UDK does not include the sourcecode and you would be forced to use its scripting language instead? What kind of differences would that make between your current build and UDK one? Sorry for these silly questions, but I have never went too far with UE3.
It comes with example maps : )
Thats all I've seen so far premade wise.
I don't think it comes with all the unreal tourney guns because command "Allweapons" didn't work.
@teandcigarettes to use udk wont make any difference at all, we can do some nice additional stuff with it, but you can only go as far as scripting allows you doing stuff which is somewhat limited and slow in some cases. so well see how we go on
Lightmass and Beast are two separate things, Lightmass is our solution, Beast is an integrated partner, similar to speed tree, scaleform, and others (link).
Ah, so the liscencing for this UDK release DOES provide an option for commercial development. Asking for a percentage was pretty shrewd of Epic. If someone makes a small indie game, and that game ends up being huge popular, they will be able to rake in fat money. Before they would have been earning between $5,000 - $10,000, for the two to three liscences a small team would need. Now they give the tools away for free initially, and rake in a quarter of overall sales exceeding $5000. If a small team hits it big and scores a million dollars off of their game, Epic will be raking in $250,000, instead of the paltry $10,000 they would have made otherwise.
Very clever. It will further encourage small developers to adopt the Unreal 3 engine, while opening an additional revenue stream for Epic. They risk almost nothing, and the potential for fat loot still exists.
I believe that this release does NOT include the source code, and instead focuses on modding and scripting. For low-level code monkeys, this will be a dissapointment. But I believe that quite a bit can be done with the UE3 scripting system, including changing up the gameplay. So it should still be possible to develop non-FPS games with this.
Quick 4 minute download and away i went. Running quite well and checking out what is has to offer.
I particularly like the content brower. Much more cleaner and easy to use compared to the generic browser. Im gonna dust off a few WIP and give it a go. Kudos to Epic
this is quite awesome news and a great move by epic.
oh and yes, Richard no engine sources and alike, as expected. Which means it's use is along the lines of many "user oriented" engine/editor toolkits that provide bindings to a script language (or c#...) and no internal sources. But one gets quite a big battle proven toolkit hehe...
And I agree with your "may end up scoring big time" opinion. The more users, the more likely a few of them will manage to do great.
My team is using this for a new title in development. Really awesome engine, Lightmass, SpeedTree and the new layouts are just amazing. Shame we dont have enough people to generate the amount of content we need ^^
Sorry for offtopic but what project are you working on? Recently have been looking for a mod or indy project to work on and gain the experience.
Will download as soon as get a stable broadband. Haven't played much with the U3 editor (except watching 3dbuzz tutorials and playing with the interface, generic browser) but will definitely create some environments in it.
Martin, hey, I'm an environment artist on crystal core team (Me, Skullburn and a couple other guys) we are currently looking for a concept artist, character artist, level designer and marketing/video editor.
what platforms does this thing publish on, and how easy is it to publish on those different platforms? does it have 1 click deployment to the different platforms, or do you have to re-build your shit to get it running on a different system? I'm assuming that this runs on xbox and ps3 -- but it doesn't mention it.
25% is a lot of money. a fucking lot. Richard Kain is right.
I'm interested in comparing this to unity3d, which is a much better deal financially, and will run in your web browser should you want that. unreal 3 is certainly more powerful.. buuuutttt is an indie team generally going to use that power difference, for the extra money?
it sure will be nice to have access to their awesome renderer though.
I had a look around to see if I could find info, but no luck. I was wondering how much (if any) concent comes with it? ie. textures, materials, objects etc.
Will my UDK program run on Mac, iPhone, PS3 or Xbox 360?
As of right now, UDK is a Windows-only program. Please see our licensing page if you would like to discuss using UDK for cross-platform use.
If you have any questions about licensing UDK or require custom license terms, source code licenses, or use on consoles please email udklicensing@epicgames.com for more information.
I'll email em.
honestly tho, windows stand-alone.... that's it? dunno about that man. dunnooo..
open DM-Sanctuary in the editor looks fracking amazing with the new lighting. Getting familiar with the new content browser work flow. Spending some quality time tonight in cascade to see whats new
at the very least its nice to have an updated version of the tools. After using beast on AO2, going back to the old way of doing lighting at home was kinda lame-o, lightmass should be similar and just as wicked from what i hear.
Awesome! Thanks Epic! I can't seem to get post process to work at all. SSAO works fine but everything else in the post process settings is broken. Anyone else having the same issue?
must...study...differential equations...must not..get kicked out of university...aaahh...it's..so difficult to resist...just gonna check this out for half an hour and study afterwards...
Well I managed to leave my Programmer speechless when I pointed this out. Anybody have any idea what the limitations of the scripting language are? I mean at what point does what one want to accomplish fall outside of what the installed scripting will allow?
Also, does UED have an option to publish to opengl? I thought the PS3 was using it or at least not using DX based. So I would have assumed somewhere buried in all this there is alternative rendering? Is OpenGl at least available in the full license? Does the full license allow compilation of Linux and OSX as well (bleh consoles).
Also, say we build the basic game outline in UEd, than buy one regular fill commercial license for the programmer. So we send all final assets to him for compiling. Is that illegal? I mean, there is per seat they mention. But cant we artists just use the UED and he has the full version?
Replies
UT3 is in fact the same engine but from 2007 now you get a up to date build of the engine with all the new features
edit: what Jordan said!
Now, because I'm too lazy to look it up, how does this work for coders?
I love epic.
Huge thanks to the guys at Epic for this!
it doesn't still "only" script support from what i see
I assume this is because lights are handled in a new way.
I deleted the actual Unreal tourney game and unreal ed 3 this may be regarded as a stupid thing to do but it looks like it has all the features and more and its completley seperate, right?
By the way Neox, are you considering switching to the UDK with your mod? Or would that be too much of a hassle?
With UDK you would be able to reach a much wider audience and I would love to see your great work becoming even more recognized.
It took me a solid hour and a half, but my connection's really bad.
Loving the content browser. Can't wait to play with Lightmass. Thanks, Epic!
we consider a lot of things right now, i guess we will have to evaluate what happens after MSUC
but its simple,
i want to see if lightmass is easier to handle then our maya lightbake pipeline
i want to have the new shadows that don't cast through everything
i want to have custom shadercode
i would like to try ssao, but i guess it won't work, but thats just a guess
it gives a lot of advanteges, but no custom code, lets the major issues stay we had so far, scripting is slow compare to code, and ends up in some issues we'd rather see coded and therefore removed
Still an error - i'm actually trying to open it from regular open -.-
I would use the content browser but it's actually more complicated now ;P
EDIT -Curious, what can you load in the browser? I can only load some unreal tourney related stuff but somone said you can load models from GoW, batman ect.
EDIT - Problem solved
Same here, my uni apparently considers 2meg connection to be "incredibly fast". I've got about 10 minutes left, so I will try to play around with it.
By the way, does the editor include any content? I assume it does as the download size is quite big. I would love to hop into it quickly and play around with pre-made content.
I just had a quick go, works fine.
Nice to hear that you are considering it.
I am not sure if I follow you about the code, as I don't have much experience with UE3. Do you mean UDK does not include the sourcecode and you would be forced to use its scripting language instead? What kind of differences would that make between your current build and UDK one? Sorry for these silly questions, but I have never went too far with UE3.
Thats all I've seen so far premade wise.
I don't think it comes with all the unreal tourney guns because command "Allweapons" didn't work.
http://www.illuminatelabs.com/products/beast
Lightmass and Beast are two separate things, Lightmass is our solution, Beast is an integrated partner, similar to speed tree, scaleform, and others (link).
go to town guys!!
Very clever. It will further encourage small developers to adopt the Unreal 3 engine, while opening an additional revenue stream for Epic. They risk almost nothing, and the potential for fat loot still exists.
I believe that this release does NOT include the source code, and instead focuses on modding and scripting. For low-level code monkeys, this will be a dissapointment. But I believe that quite a bit can be done with the UE3 scripting system, including changing up the gameplay. So it should still be possible to develop non-FPS games with this.
I particularly like the content brower. Much more cleaner and easy to use compared to the generic browser. Im gonna dust off a few WIP and give it a go. Kudos to Epic
oh and yes, Richard no engine sources and alike, as expected. Which means it's use is along the lines of many "user oriented" engine/editor toolkits that provide bindings to a script language (or c#...) and no internal sources. But one gets quite a big battle proven toolkit hehe...
And I agree with your "may end up scoring big time" opinion. The more users, the more likely a few of them will manage to do great.
Sorry for offtopic but what project are you working on? Recently have been looking for a mod or indy project to work on and gain the experience.
Will download as soon as get a stable broadband. Haven't played much with the U3 editor (except watching 3dbuzz tutorials and playing with the interface, generic browser) but will definitely create some environments in it.
Great news for the industry, and I can't wait to see what all the "little guys" in the industry do with this.
Secondly, this is going to be the best looking Unearthly Challenge ever.
Thirdly, it's going to be tons of fun checkin' this sucker out!
*#(&$, have school today...
P.S. here's the forums if anyone plans on asking as many questions as I do:
http://forums.epicgames.com/forumdisplay.php?f=366
what platforms does this thing publish on, and how easy is it to publish on those different platforms? does it have 1 click deployment to the different platforms, or do you have to re-build your shit to get it running on a different system? I'm assuming that this runs on xbox and ps3 -- but it doesn't mention it.
25% is a lot of money. a fucking lot. Richard Kain is right.
I'm interested in comparing this to unity3d, which is a much better deal financially, and will run in your web browser should you want that. unreal 3 is certainly more powerful.. buuuutttt is an indie team generally going to use that power difference, for the extra money?
it sure will be nice to have access to their awesome renderer though.
Just curious.
Will my UDK program run on Mac, iPhone, PS3 or Xbox 360?
As of right now, UDK is a Windows-only program. Please see our licensing page if you would like to discuss using UDK for cross-platform use.
If you have any questions about licensing UDK or require custom license terms, source code licenses, or use on consoles please email udklicensing@epicgames.com for more information.
I'll email em.
honestly tho, windows stand-alone.... that's it? dunno about that man. dunnooo..
Gives me an error. Does it happen to you guys also?
Also, does UED have an option to publish to opengl? I thought the PS3 was using it or at least not using DX based. So I would have assumed somewhere buried in all this there is alternative rendering? Is OpenGl at least available in the full license? Does the full license allow compilation of Linux and OSX as well (bleh consoles).
Also, say we build the basic game outline in UEd, than buy one regular fill commercial license for the programmer. So we send all final assets to him for compiling. Is that illegal? I mean, there is per seat they mention. But cant we artists just use the UED and he has the full version?