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SonicGDK 1.30.000

Discussion in 'Fangaming Discussion' started by Xaklse, Feb 10, 2010.

  1. Chimera

    Chimera

    I'm not a furry. Tech Member
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    Castlevania prettyness
    It does; the image was taken on the spiral staircase. Sonic's yaw rotation didn't change there :P
     
  2. Sappharad

    Sappharad

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    Here is a Mac OS X build of the v1.0 release. I wanted one, so I assume someone else might as well.
    Download (Mirrors are encouraged)
    [​IMG]
    Requires Snow Leopard (10.6) or later. I've tested it on one of my machines running Lion and it runs great.
     
  3. I didn't try the new UDK yet, did you follow this to create the package?

    102MB only? Is this SonicGDK 1.00.079?
     
  4. P3DR0

    P3DR0

    b0ss Member
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    SONIC INFINITY
    Started working on the GFX Package:
    [​IMG]

    If anyone wanna help, would be more than welcome'd. I'm not very good with particle systems, there are probably alot of problems in these. :C
     
  5. Ell678

    Ell678

    Am I Annoying You? Member
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    This is probably going to be the dumbest question in the entire thread, but I have to ask it. How do I add rings, spikes and springs to my level? I'v spent a while making a level and decided it was time to at least start putting those things in and yet....I can't. Can't find the Ring Actor, or any other pickup actor associated with Sonic, just ones specific to Unreal Tournament.
     
  6. Dr. Mecha

    Dr. Mecha

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    3d Models
    could you mind list the control on this one thought, I have trouble playing it as it is.
     
  7. Sappharad

    Sappharad

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    Oh wow, I didn't realize that it was so much smaller than the PC version. Yes, it's built from the 1.00.079 code you have on the first page.

    No, I didn't quite follow those directions. I added a entry for the game to the unreal frontend and used the frontend to build it for Windows. After making sure it worked on Windows, then I just switched the OS in the frontend to Mac OS X and rebuilt. It produced an App inside of a .zip file, so I rebooted to OS X, tested it and compressed it into a .dmg myself.

    Controls have not been changed from the Windows version. WASD or Arrows move, Control key jumps, Shift key boosts. There might be more than that, I don't know.
     
  8. BlazeHedgehog

    BlazeHedgehog

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    Light is never a solid color. The more intense a source of light is, the closer to pure white it appears. Thus, the closer to the source of the light, the closer to white it should be. Try something like this, and use additive blending:

    [​IMG]
    [​IMG]

    Or make your own, using the same principal.
     
  9. Ell678

    Ell678

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    Ok, ignore my previous question. If there is at all anyone that had the same problem as me, it's quite simple. Copy the objects from the test map and paste to your map. With that said, I thought I'd show a little something to you all. C&C welcome.

    [​IMG]
    [​IMG]
    [​IMG]

    A lot that isn't shown, but rest assured, there are slopes.
     
  10. Azu

    Azu

    I must be stupid. Member
    It's actually simpler than that.
    Just open up the Actor Browser (click the icon before the green "K" icon or press Ctrl+Shift+F) and clock on the "Actor Classes" tab You'll the a list of actors in Tree View format. Look for the one labeled "SGDK". Click on an object you want to add and right click on the viewport and you see "Add (whatever actor you selected) here"
     
  11. Ell678

    Ell678

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    SGDK isn't listed at all in the actor classes, which is why I asked. All the objects work fine once I copied them over from the test level, I could just never create tham from this level on their own. I have never encountered any bugs of any sort while making my level or playing the test map so I never assumed there was anything wrong, but now there may be, considering all the objects should be available to me.

    EDIT: Just started a second full recompile, to see if that is the problem.
     
  12. BlazeHedgehog

    BlazeHedgehog

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    Wow, Ell. That stage looks really nice! Reminds me of Trackmania 2, in a way.
     
  13. Chimera

    Chimera

    I'm not a furry. Tech Member
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    Castlevania prettyness
    Those images...

    This engine is officially fucking awesome. I have to finish making the meshes to my stage :V
     
  14. Take a screenshot of the "Actor Classes" window and post it.
    Also, make sure there is a "EditPackages=SonicGDK" in DefaultEngine.ini (Config folder).
     
  15. Ell678

    Ell678

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    This is a screenshot of the actor browser.

    I also copied the contents of the DefaultEngine.ini file. I don't know if EditPackage=SonicGDK is in the right place, is it?

    Code (Text):
    1. [Configuration]
    2. BasedOn=..\UDKGame\Config\DefaultEngineUDK.ini
    3.  
    4. [URL]
    5. MapExt=udk
    6. ; Any additional map extension to support for map loading.  
    7. ; Maps without an extension always saved with the above MapExt
    8. AdditionalMapExt=mobile
    9. ;Map=UDKFrontEndMap.udk
    10. ;LocalMap=UDKFrontEndMap.udk
    11. ;SonicGDK's   vvv
    12. Map=SonicGDKTestMap.udk
    13. LocalMap=SonicGDKTestMap.udk
    14.  
    15. TransitionMap=EnvyEntry.udk
    16.  
    17. [Engine.ScriptPackages]
    18. +NonNativePackages=UTGame
    19. +NonNativePackages=UTGameContent
    20.  
    21. ;SonicGDK's   vvv
    22. +NonNativePackages=SonicGDK
    23.  
    24. [Core.System]
    25. +Extensions=mobile
    26.  
    27. [Engine.DemoRecDriver]
    28. DemoSpectatorClass=UTGame.DemoRecSpectator
    29.  
    30. [UnrealEd.EditorEngine]
    31. +EditPackages=UTGame
    32. +EditPackages=UTGameContent
    33.  
    34. ;SonicGDK's   vvv
    35. +EditPackages=SonicGDK
    36.  
    37. [Engine.Engine]
    38. ConsoleClassName=UTGame.UTConsole
    39. ScoutClassName=UTGame.UTScout
    40.  
    41. ;GameViewportClientClassName=UTGame.UTGameViewportClient
    42. ;DefaultPostProcessName=FX_HitEffects.UTPostProcess_Console
    43. ;SonicGDK's   vvv
    44. GameViewportClientClassName=SonicGDK.SGDKGameViewportClient
    45. DefaultPostProcessName=SonicGDKPackage.PostProcess.SGDKPostProcessChain
    46.  
    47. ApexDamageParamsName=UDK_APEXDamageMap.UDKDamageMap
    48.  
    49. [Engine.SeqAct_Interp]
    50. ; These control the default rendering overrides for matinee's with director tracks
    51. ; By default, no features are disabled for UDK as that would be unintuitive for UDK users
    52. RenderingOverrides=(bAllowAmbientOcclusion=True,bAllowDominantWholeSceneDynamicShadows=True,bAllowMotionBlurSkinning=True)
    53.  
    54. [Engine.PackagesToAlwaysCook]
    55. +Package=EnvyEntry
    56.  
    57. [Engine.StartupPackages]
    58. +Package=FX_HitEffects
    59. +Package=UDKFonts
    60. +Package=UTGame
    61.  
    62. ;SonicGDK's   vvv
    63. +Package=SonicGDKPackage
    64. +Package=SonicGDK
    65.  
    66. [Engine.PackagesToForceCookPerMap]
    67. .Map=UDKFrontEndMap
    68. .Package=UDKFrontEnd
    69. .Package=UI_FrontEnd_Art
    70.  
    71. [Engine.DataStoreClient]
    72. +GlobalDataStoreClasses=UTGame.UTUIDataStore_StringAliasMap
    73. +PlayerDataStoreClassNames=UTGame.UTUIDataStore_StringAliasBindingsMap
    74. +GlobalDataStoreClasses=UTGame.UTUIDataStore_StringList
    75. +GlobalDataStoreClasses=UTGame.UTUIDataStore_Options
    76. +GlobalDataStoreClasses=UTGame.UTUIDataStore_MenuItems
    77. +GlobalDataStoreClasses=UTGame.UTDataStore_GameSettingsDM
    78. +GlobalDataStoreClasses=UTGame.UTDataStore_GameSearchDM
    79.  
    80. [Windows.StandardUser]
    81. MyDocumentsSubDirName=Unreal Tournament 3
    82.  
    83. [ConfigCoalesceFilter]
    84. +FilterOut=UTEditorKeyBindings.ini
    85. +FilterOut=UTEditorUserSettings.ini
    86.  
    87. [FullScreenMovie]
    88. +StartupMovies=UDKFrontEnd.udk_loading
    89. +LoadMapMovies=UDKFrontEnd.udk_loading
    90.  
    91. [Engine.GameViewportClient]
    92. bUseHardwareCursorWhenWindowed=FALSE
    93.  
    94. [VoIP]
    95. VolumeThreshold=0.1
    96. bHasVoiceEnabled=true
    97.  
    98. [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
    99. +AchievementMappings=(AchievementId=0,AchievementName=EUTA_EXPLORE_EveryMutator,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=False)
    100. +AchievementMappings=(AchievementId=1,AchievementName=EUTA_WEAPON_DontTaseMeBro,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    101. +AchievementMappings=(AchievementId=2,AchievementName=EUTA_WEAPON_StrongestLink,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    102. +AchievementMappings=(AchievementId=3,AchievementName=EUTA_WEAPON_HaveANiceDay,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    103. +AchievementMappings=(AchievementId=4,AchievementName=EUTA_VEHICLE_Armadillo,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True)
    104. +AchievementMappings=(AchievementId=5,AchievementName=EUTA_POWERUP_DeliveringTheHurt,ViewId=30,ProgressCount=30,MaxProgress=60,bAutoUnlock=True)
    105. +AchievementMappings=(AchievementId=6,AchievementName=EUTA_HUMILIATION_SerialKiller,ViewId=30,ProgressCount=0,MaxProgress=1,bAutoUnlock=True)
    106. +AchievementMappings=(AchievementId=7,AchievementName=EUTA_HUMILIATION_OffToAGoodStart,ViewId=30,ProgressCount=0,MaxProgress=1,bAutoUnlock=True)
    107. +LeaderboardNameMappings=(ViewId=35,LeaderboardName="Deathmatch")
    108. +LeaderboardNameMappings=(ViewId=36,LeaderboardName="Team Deathmatch")
    109. +LeaderboardNameMappings=(ViewId=37,LeaderboardName="Capture The Flag")
    110.  
    111. [OnlineSubsystemLive.OnlineSubsystemLive]
    112. NumLogins=1
    113. CurrentNotificationPosition=NNP_BottomRight
    114. MaxLocalTalkers=2
    115. MaxRemoteTalkers=9
    116. bShouldLogArbitrationData=true
    117. bShouldLogStatsData=true
    118. LanQueryTimeout=3.0
    119. LanPacketPlatformMask=1
    120. LanGameUniqueId=1297287213
    121. bShouldUseMcp=false
    122.  
    123. [OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
    124. bHasGameSpyAccount=true
    125. EncryptedProductKey=NotForShip
    126. ProfileDataDirectory=../UDKGame/SaveData
    127. ProfileDataExtension=.ue3profile
    128. ProductID=11097
    129. NamespaceID=40
    130. PartnerID=33
    131. GameID=1727
    132. StatsVersion=7
    133. NickStatsKeyId=1
    134. PlaceStatsKeyId=2
    135. +LocationUrlsForInvites="ut3pc"
    136. LocationUrl="ut3pc"
    137. bShouldUseMcp=true
    138. // Example stats key mappings, not used in UDK
    139. //1 PlayerDM --- TABLE
    140. +StatsKeyMappings=(ViewId=1,PropertyId=0,KeyId=262)
    141. //1 PlayerDM_Event_Bullseye
    142. +StatsKeyMappings=(ViewId=1,PropertyId=0x10000142,KeyId=265)
    143.  
    144. [SystemSettings]
    145. ResX=1920
    146. ResY=1080
    147. MotionBlur=True
    148.  
    Thanks.
     
  16. Techokami

    Techokami

    For use only on NTSC Genesis systems Researcher
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    Hmmm... what's in the "Pickups" and "Uncategorized" groups in the Actor Browser?
     
  17. The .ini looks correct, this is weird. Try to open (File->Open...) SonicGDK.u with the "Actor Classes" window, also try to uncheck/check the "Show Categories" option.
     
  18. Aerosol

    Aerosol

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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    I'd like to see someone mess around with how graphics are rendered to make it look closer to Unleashed's lighting solution. UDK is great and all, but I'd prefer SGDK not look like Gears of War: Sonic Edition.
     
  19. Azu

    Azu

    I must be stupid. Member
    Streak was working on that.
     
  20. Ell678

    Ell678

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    Tried that, still absolutely nothing. When I try a full recompile I get this error if it makes a difference. I remember I had seen this when I first loaded UDK, and after much messing about with DirectX dlls, updating them many times along with drivers it worked (and UDK does still boot up without a hitch) but I can't remember what I did. Leaving the compiler after the message seems to do nothing either, I left it for a few hours and it still hadn't done anything.