Archive for November 2009

Introduction to UnCodeX   6 comments

A quick, very brief introduction to UnCodeX.

Video Version

Subject: Setting Up An UnCodeX
Skill Level: Beginner
Run-Time: 6Min
Author: Credit to El Muerte for making UnCodeX
Notes: Very brief intro to UnCodeX

Video tutorial has gone randomly missing, will re-create and upload soon.


Written Version

Theres not much of a written version here.

UnCodeX was created by Michiel Hendriks (El Muerte).

Taken directly from UnCodeX’s SourceForge page:

UnCodeX analyses UnrealScript code and provides an easy interface to browse through the code, it can also produce a JavaDoc like documentation of the source code.This is also the home for other UnrealEngine productivity tools like the UC PreProcessor.

Acquiring The Software

  1. Download and Install UnCodeX

Setting Up The Software

  1. When you load it for the first time, or go to Tree -> Settings, on the left there is a Source Paths tab, click it.
  2. Under Source Paths, Add your UDKDevelopmentSrc path to the list. Hit OK
  3. Tree -> Rebuild and Analyse Tree

Use

Package tree on the left, class list in the middle, class code on the right.

Really simple, really powerful.

Watch the video for a very brief introduction.

Posted November 29, 2009 by Allar in Unreal

Setting up a Notepad++ Environment   21 comments

This is a short write-up on how to get Notepad++ to work with your game, which basically only means setting up Unreal Script highlighting.

Read the rest of this entry »

Posted November 28, 2009 by Allar in Unreal

Tagged with , ,

Setting Up An nFringe Environment for Epic’s UDK   18 comments

This tutorial shows you how to set up Pixel Mine’s nFringe plug-in for Visual Studio 2008 to work correctly with Epic’s UDK.

Read the rest of this entry »

Posted November 28, 2009 by Allar in Unreal

Tagged with , , , ,

Setting Up Your Unreal Script Environment   3 comments

First you need to set up your Unreal Script coding environment. There are many ways to do this and you may have your own preference as these environments are subject to the taste of the individual. I personally prefer using nFringe with Visual Studio 2008 to develop code, but lately I’ve been preferring a lightweight solution which uses Notepad++. Some use WOTgreal as well. Currently none of these offer debugging solutions to developing with the UDK, but hopefully one will come around in time.

There is also another powerful tool out there called UnCodeX, which allows you to browse through your code with ease, use shortcuts for creating subclasses, and generate HTML documentation for your code. I use UnCodeX no matter which of the three above environments I am in.

Posted November 28, 2009 by Allar in Unreal

Tagged with ,

Directory Structure   10 comments

This is a small writeup to get one somewhat familiar with the directory layout of Epic’s Unreal Development Kit.

Read the rest of this entry »

Posted November 28, 2009 by Allar in Unreal

Tagged with , , ,

Unreal Development Kit (UDK) Stripped Down   19 comments

So recently Epic released their Unreal Development Kit (UDK), which allows anyone to develop standalone games using Epic’s Unreal Engine 3. (which is, dare I say, epic!)

For a project I am working on, I needed to strip down the UDK to its bare minimum, removing all of the Unreal Tournament related content that shipped with it.

I’ve also seen a few discussions about this and talked to a few people irl and they need to remove all of the extra UT stuff shipped with the UDK as well… so I figured I might as well share this if anyone needs it.

I’ve deleted lots of content, went through each config file line by line removing all ut package references… and well, I was left with a Content folder weighing in at about 2.5MB (2.2MB being UI_Fonts_Final.upk, .3MB being an empty room)

After a few late hours, I’ve managed to have a working* standalone…

I’m not sure about the legality of posting this here as none of the base engine files are changed in any way but I do have 1 Epic UT script, that being UTGame.UTCharInfo. There is also the default movies and splash that ships with the UDK as well.

I will be updating my blog post with more info as I do more research/toying around.

After a few hours into the night, this is what I have came up with. http://www.forecourse.com/UDKGame.zip

I ripped out everything out of UTGame and UTGameContent, except for UTGame.UTCharInfo, as for some reason the unreal binaries are dependent on this? I still have yet to figure this one out.

There is -nothing- except the base engine code, UTCharInfo, and some modified config files in this package.

Using it is easy: 1. Install a copy of UDK. 2. Delete the Development/UTGame folders. 3. Unzip my package into the UDK directory. 4. Use the Unreal Frontend to launch the editor/game.

Note: The first time you run the editor or try cooking, it may appear to hang/stall and generally take a very long time. UDK has to recompile the shaders it uses, but it only has to do this once when loading the editor and then it has to cook once more.

If you have any questions/comments/etc, feel free to reply here or my email, or however.

DOWNLOAD: http://www.forecourse.com/UDKGame.zip

Posted November 10, 2009 by Allar in Unreal