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) Requires Snow Leopard (10.6) or later. I've tested it on one of my machines running Lion and it runs great.
I didn't try the new UDK yet, did you follow this to create the package? 102MB only? Is this SonicGDK 1.00.079?
Started working on the GFX Package: 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
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.
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.
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: Or make your own, using the same principal.
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. A lot that isn't shown, but rest assured, there are slopes.
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"
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.
Those images... This engine is officially fucking awesome. I have to finish making the meshes to my stage
Take a screenshot of the "Actor Classes" window and post it. Also, make sure there is a "EditPackages=SonicGDK" in DefaultEngine.ini (Config folder).
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): [Configuration] BasedOn=..\UDKGame\Config\DefaultEngineUDK.ini [URL] MapExt=udk ; Any additional map extension to support for map loading. ; Maps without an extension always saved with the above MapExt AdditionalMapExt=mobile ;Map=UDKFrontEndMap.udk ;LocalMap=UDKFrontEndMap.udk ;SonicGDK's vvv Map=SonicGDKTestMap.udk LocalMap=SonicGDKTestMap.udk TransitionMap=EnvyEntry.udk [Engine.ScriptPackages] +NonNativePackages=UTGame +NonNativePackages=UTGameContent ;SonicGDK's vvv +NonNativePackages=SonicGDK [Core.System] +Extensions=mobile [Engine.DemoRecDriver] DemoSpectatorClass=UTGame.DemoRecSpectator [UnrealEd.EditorEngine] +EditPackages=UTGame +EditPackages=UTGameContent ;SonicGDK's vvv +EditPackages=SonicGDK [Engine.Engine] ConsoleClassName=UTGame.UTConsole ScoutClassName=UTGame.UTScout ;GameViewportClientClassName=UTGame.UTGameViewportClient ;DefaultPostProcessName=FX_HitEffects.UTPostProcess_Console ;SonicGDK's vvv GameViewportClientClassName=SonicGDK.SGDKGameViewportClient DefaultPostProcessName=SonicGDKPackage.PostProcess.SGDKPostProcessChain ApexDamageParamsName=UDK_APEXDamageMap.UDKDamageMap [Engine.SeqAct_Interp] ; These control the default rendering overrides for matinee's with director tracks ; By default, no features are disabled for UDK as that would be unintuitive for UDK users RenderingOverrides=(bAllowAmbientOcclusion=True,bAllowDominantWholeSceneDynamicShadows=True,bAllowMotionBlurSkinning=True) [Engine.PackagesToAlwaysCook] +Package=EnvyEntry [Engine.StartupPackages] +Package=FX_HitEffects +Package=UDKFonts +Package=UTGame ;SonicGDK's vvv +Package=SonicGDKPackage +Package=SonicGDK [Engine.PackagesToForceCookPerMap] .Map=UDKFrontEndMap .Package=UDKFrontEnd .Package=UI_FrontEnd_Art [Engine.DataStoreClient] +GlobalDataStoreClasses=UTGame.UTUIDataStore_StringAliasMap +PlayerDataStoreClassNames=UTGame.UTUIDataStore_StringAliasBindingsMap +GlobalDataStoreClasses=UTGame.UTUIDataStore_StringList +GlobalDataStoreClasses=UTGame.UTUIDataStore_Options +GlobalDataStoreClasses=UTGame.UTUIDataStore_MenuItems +GlobalDataStoreClasses=UTGame.UTDataStore_GameSettingsDM +GlobalDataStoreClasses=UTGame.UTDataStore_GameSearchDM [Windows.StandardUser] MyDocumentsSubDirName=Unreal Tournament 3 [ConfigCoalesceFilter] +FilterOut=UTEditorKeyBindings.ini +FilterOut=UTEditorUserSettings.ini [FullScreenMovie] +StartupMovies=UDKFrontEnd.udk_loading +LoadMapMovies=UDKFrontEnd.udk_loading [Engine.GameViewportClient] bUseHardwareCursorWhenWindowed=FALSE [VoIP] VolumeThreshold=0.1 bHasVoiceEnabled=true [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks] +AchievementMappings=(AchievementId=0,AchievementName=EUTA_EXPLORE_EveryMutator,ViewId=30,ProgressCount=0,MaxProgress=0,bAutoUnlock=False) +AchievementMappings=(AchievementId=1,AchievementName=EUTA_WEAPON_DontTaseMeBro,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True) +AchievementMappings=(AchievementId=2,AchievementName=EUTA_WEAPON_StrongestLink,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True) +AchievementMappings=(AchievementId=3,AchievementName=EUTA_WEAPON_HaveANiceDay,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True) +AchievementMappings=(AchievementId=4,AchievementName=EUTA_VEHICLE_Armadillo,ViewId=30,ProgressCount=2,MaxProgress=4,bAutoUnlock=True) +AchievementMappings=(AchievementId=5,AchievementName=EUTA_POWERUP_DeliveringTheHurt,ViewId=30,ProgressCount=30,MaxProgress=60,bAutoUnlock=True) +AchievementMappings=(AchievementId=6,AchievementName=EUTA_HUMILIATION_SerialKiller,ViewId=30,ProgressCount=0,MaxProgress=1,bAutoUnlock=True) +AchievementMappings=(AchievementId=7,AchievementName=EUTA_HUMILIATION_OffToAGoodStart,ViewId=30,ProgressCount=0,MaxProgress=1,bAutoUnlock=True) +LeaderboardNameMappings=(ViewId=35,LeaderboardName="Deathmatch") +LeaderboardNameMappings=(ViewId=36,LeaderboardName="Team Deathmatch") +LeaderboardNameMappings=(ViewId=37,LeaderboardName="Capture The Flag") [OnlineSubsystemLive.OnlineSubsystemLive] NumLogins=1 CurrentNotificationPosition=NNP_BottomRight MaxLocalTalkers=2 MaxRemoteTalkers=9 bShouldLogArbitrationData=true bShouldLogStatsData=true LanQueryTimeout=3.0 LanPacketPlatformMask=1 LanGameUniqueId=1297287213 bShouldUseMcp=false [OnlineSubsystemGameSpy.OnlineSubsystemGameSpy] bHasGameSpyAccount=true EncryptedProductKey=NotForShip ProfileDataDirectory=../UDKGame/SaveData ProfileDataExtension=.ue3profile ProductID=11097 NamespaceID=40 PartnerID=33 GameID=1727 StatsVersion=7 NickStatsKeyId=1 PlaceStatsKeyId=2 +LocationUrlsForInvites="ut3pc" LocationUrl="ut3pc" bShouldUseMcp=true // Example stats key mappings, not used in UDK //1 PlayerDM --- TABLE +StatsKeyMappings=(ViewId=1,PropertyId=0,KeyId=262) //1 PlayerDM_Event_Bullseye +StatsKeyMappings=(ViewId=1,PropertyId=0x10000142,KeyId=265) [SystemSettings] ResX=1920 ResY=1080 MotionBlur=True Thanks.
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.
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.
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.