I'm Modding for RO 2- What build of the UDK should I use?

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tryphon

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Oct 18, 2007
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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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Lt_Kettch

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worluk

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Nov 21, 2005
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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...
 

Yoshiro

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Oct 10, 2005
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We have our own skeleton, which is similar to the KF one actually but a bit more complex.
 
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Yoshiro

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It will stand until I change the post. If you make any content in a newer SDK it will not be able to be ported into the RO SDK.
 

Toby

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Jul 31, 2010
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Oh dear. Stupid question but shouldn't levels still work? Not that I have anything to map with unless I get RO2's assets..

Also on a more unrelated note, are you a level designer for TWI or do you do something else like programming?
 

Zetsumei

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Nov 22, 2005
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Oh dear. Stupid question but shouldn't levels still work? Not that I have anything to map with unless I get RO2's assets..

Also on a more unrelated note, are you a level designer for TWI or do you do something else like programming?

He's the TWI bribemaster, you give him games he gives you beta access :p
 

Yoshiro

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As far as I know maps would still be an issue. And I am the Lead QA for Tripwire as well as the community manager.
 

Toby

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Jul 31, 2010
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As far as I know maps would still be an issue. And I am the Lead QA for Tripwire as well as the community manager.

Bummer about the maps. I sure hope that you will update eventually, the newer stuff in the UDK are mighty fancy.
Like that "bone blur" or whatever you'd like to call it. A guy moving his hand really fast blurs his hand and leaves the rest of the body sharp. Nothing major but it would look nice.

Also, seems like you have a fun job! Dealing with my stupid questions. :p This was the last one, I promise, so don't lose grip of your sanity just yet.
 

verbii

FNG / Fresh Meat
Jan 13, 2011
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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
 

Yoshiro

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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.
 

verbii

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Jan 13, 2011
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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.
 

Toby

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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 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.
 

UncleDrax

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Oct 13, 2005
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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....)
 

PsYcH0_Ch!cKeN

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Nov 27, 2005
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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.