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Old 09-27-2010, 10:52 AM
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Default I'm Modding for RO 2- What build of the UDK should I use?

September 2010 UDK. Do not pass beyond it until this thread says otherwise.



DO NOT MOVE TO OCTOBER BUILD OR ANY BUILD LATER!!!!!!!!!!!!!!!!
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Old 09-27-2010, 02:40 PM
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Does this mean its really close to getting beta aka feature lock? :P
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Old 09-27-2010, 03:15 PM
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I like the sound of this!
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Old 11-17-2010, 11:12 AM
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So, it use the september of the year 2010, that' s fine, but about the skeletal mesh they use, is it the same as the male model in the UDK, or did they use another version ?

Thanks for the answer .
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Old 11-17-2010, 11:43 AM
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Quote:
Originally Posted by tryphon View Post
So, it use the september of the year 2010, that' s fine, but about the skeletal mesh they use, is it the same as the male model in the UDK, or did they use another version ?

Thanks for the answer .
You are talking about scale? Then the answer is no:

Quote:
Originally Posted by Yoshiro View Post
1uu=2cm
http://forums.tripwireinteractive.co...92&postcount=1
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Old 11-17-2010, 12:00 PM
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He is asking about the skeleton that is used for HoS. e.g. the 3ds Max stock biped, the skeleton that comes with UT3, etc...
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Old 01-13-2011, 01:00 PM
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Hi couple of questions, if the latest version of udk to use with RO2 switches to something later than September could you still just stay on September and have no issues?

ok, just one question :P
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Old 01-13-2011, 01:50 PM
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In theory, no, you should be able to load content from older engine builds. However that might not hold up in practice depending on future engine builds.
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Old 01-13-2011, 03:24 PM
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so would content created in the Sept udk, also work if we were then told it would be adviseable to updatre to say the Dec version. Also how likely is a change of UDK version for RO2?

I'm just a bit concerned about creating content (most likely a map, at least initially) then the RO2 udk version changes and I need to start again. Admittedly its all practise ;D but is this a possibility/likely situation?

Thanks.
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Old 01-13-2011, 03:57 PM
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ok, no problem, worth the risk, thanks for the info.
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Old 01-13-2011, 04:39 PM
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Quote:
Originally Posted by Yoshiro View Post
In theory, no, you should be able to load content from older engine builds. However that might not hold up in practice dependin on future engine builds.
What is it that exactly breaks if you try to do stuff for RO2 with a newer/older version? I mean, they can't be THAT different. Some new features here and there, like improved blur and shadows. I am far from an expert but shouldn't updating be more convenient?
Otherwise it sort of defeats the purpose of updating the UDK when you can't move your game over without spending too much time.
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Old 01-13-2011, 11:13 PM
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Quote:
Originally Posted by Toby View Post
What is it that exactly breaks if you try to do stuff for RO2 with a newer/older version?
The real danger might be if in a newer release, the UDK might end up treating some piece of code, or material or something completely different, or you might use a new Kismet event that doesn't exist in the old build.. In general so long as you have the source materials for everything, you can likely port it into anything you want really.

It's more of a preventive thing.. if you freeze your UDK at the build that TWI suggests, it might help save you debugging time with trying to cross port your stuff... (never having actually done it myself, I'm just taking an educated guess here anyway....)
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Old 01-14-2011, 02:35 AM
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I can answer that one. If you create content in a version of the UDK that is more recent than the version that is packaged as part of RO (whichever that will be at release), you will get version errors on all your content. Unreal will see that your package was saved in a newer version and refuse to open it. That means that all your hard work will be wasted and your only option will be to import everything you've done into RO from scratch. Materials, shaders, sound cues, Kismet - it will all have to be created afresh.

Not only that, but if you attempt to reference something within one of those packages anyway, you will crash the game without warning and most of the time without a meaningful error to give any indication of what went wrong.

Everyone has been warned, ignore it at your peril!

Older versions are not an issue - at least not that's been discovered thus far.
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Old 11-08-2011, 11:05 PM
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Quote:
Originally Posted by Yoshiro View Post
September 2010 UDK. Do not pass beyond it until this thread says otherwise.



DO NOT MOVE TO OCTOBER BUILD OR ANY BUILD LATER!!!!!!!!!!!!!!!!
I'm assuming this thread needs to be updated? We should now use something newer than the September 2010 UDK, right?
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Old 11-10-2011, 09:42 PM
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no. the RO2 SDK is based on the September build.
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Old 12-17-2011, 08:06 AM
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Go I still need to download and install the September 2010 UDK if I already have the RO2 SDK installed?
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Old 12-17-2011, 08:27 AM
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No, if you have RO2 SDK, you dont need UDK
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Old 12-17-2011, 08:45 AM
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Quote:
Originally Posted by Susi View Post
No, if you have RO2 SDK, you dont need UDK
Thanks for your answer. This saves me a 1GB download.
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Old 12-18-2011, 06:39 AM
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There is only a "Red Orchestra Beta" at the tools list.
Is this the RO2 HOS SDK?

cu, JM
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Old 12-18-2011, 08:50 AM
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No, the RO2 SDK it's in "closed beta" stage, some keys were given to mod developers and level designers but the official release it's not ready.
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