The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

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  • ...rates make it fire different amounts of bullets in a second. See [http://wiki.unrealadmin.org/images/0/00/Minishots.jpg this graph]. ...returns the current map's filename. (although gives false results in save games and demos).
    18 KB (2,644 words) - 13:49, 2 May 2022
  • One of the reasons for the success of the Unreal engine games is the realistic AI, which includes bots that appear to play as if they wer Each map should contain a "system of waypoints" in the words of Epic programmer Steve Polge. This is commonly called the '''Bot Path Network'''
    4 KB (603 words) - 20:04, 30 December 2013
  • // ( Based on Mesh animations and sounds from Epic Games ) ...tutorials and place them here. If you would like to have a tutorial on the Wiki, I'm sure that everyone would appreciate if someone were to read over these
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ...e reader doesn't happen to use exactly the same tab width as the writer. (Epic uses four characters, for instance, while most text editors default to eigh '''El Muerte:''' maybe interesting to note, all UE2.5 based games (like UT2004) have no issues with block comments, you may use them anywhere
    34 KB (5,823 words) - 09:32, 7 April 2006
  • It's been awhile since I've done anything on the Wiki, so I thought I'd share something with you. A Nice, little Rant. And it act Come on, Epic. Why not release it? You've clearly moved on from the Original Unreal Engin
    14 KB (2,592 words) - 14:30, 25 August 2003
  • * the [http://udn.epicgames.com/ Unreal Developer Network] – Epic's documentation for engine licensees, partly open to the public ...eyondunreal.com Beyond Unreal] – news site for Unreal engine powered games
    8 KB (1,159 words) - 09:08, 21 May 2011
  • ...e dumped into the game when you've barely released your mouse button. Most games have loading screens, and I was expecting to see one when I hit "new single '''Wormbo:''' Save games (like in Unreal) are available in UT2004, the implementation still seems to
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...never seen WWII movies. Impacts are supposed to cause a plume of dust, (in games and movies) darnit!!! ...slow going with the vehicle code for today and yesterday. Why, oh why did Epic not include a KConstraint that just sticks things together? One would think
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...s a special [[Legacy:Wiki Markup|Wiki Markup]] for creating links to other Wiki sites. (See [[MeatBall:InterWiki]] for more on this concept.) In general, l ; Wiki ''or'' PPR : Ward's Wiki: http://c2.com/cgi/wiki?
    2 KB (309 words) - 02:55, 28 November 2007
  • The wiki here is one beautiful resource but as I start to dig in on my mutator, ther * run all of the epic/de/ownage maps through it and look for interesting info
    18 KB (3,246 words) - 09:34, 24 July 2003
  • This is an idea first proposed on the Wiki by Soldat. Essentially, the idea is that when a player is damaged by a weap '''OBWANDO:''' Heres what I've seen. In most of the Epic code, you will see that they have the karma sequences set up so that the se
    48 KB (7,108 words) - 03:22, 14 September 2006
  • If this works out, I'll describe the hack in detail somewhere on the Wiki. ...abel I assigned to that menu item; everything else in that message is from Epic's own code. Any unwanted cosmetic side effects can be controlled by overwr
    92 KB (15,242 words) - 07:57, 3 December 2009
  • ...s page and its subpages make up a document by Brandon Reinhart. The Unreal Wiki has been granted permission to host it. Please don't make any edits to thes {{innerbox| Brandon Reinhart <br />Epic Games, Inc. <br />brandon@epicgames.com <br />http://unreal.epicgames.com
    2 KB (316 words) - 11:44, 26 June 2010
  • Several of the Unreal Wiki's contributors have experience in creating successful mods. Reading their a ...ks are in no particular order. (the links go to the original Wiki at C2: [[Wiki:WelcomeVisitors]], which has plenty on coding and is also a recommended rea
    12 KB (1,946 words) - 08:02, 29 July 2010
  • ...r living in the US and have really been involved with creating content for games for some time, but it has always been more of a hobby until UT2003. In fac * Add support for new Epic Gametypes (invasion completed)
    13 KB (2,053 words) - 04:27, 8 February 2004
  • ...e changes from [[Legacy:UT|UT]] to [[Legacy:UT2003|UT2003]], and to update Wiki with something a bit more current in regards to '''plain and simple mod mak ...total conversion (TC) &ndash; is an awesome and completely fun task. Most games now have a great deal of time spent reinventing the wheel: the sound and g
    3 KB (406 words) - 20:02, 28 December 2005
  • ...ng becomes, the more often one sees mods based on existing ideas: movies, games, and so on. However, there is one problem inherent to all such mods: '''C Movies, games, mods, they're all copyrighted to somebody. What does this mean? The owne
    26 KB (4,543 words) - 21:08, 2 December 2005
  • One of these days I'll get around to writing a Wiki page on how the [[Legacy:Bot|bot]] code in UT2003 works (or is there alread I write mods/programs for lots of other games. Most of them have been small, because anything large requires graphics, an
    2 KB (372 words) - 18:17, 9 July 2003
  • I dream of making epic video games. Of my many ideas was one called "The Gate War", which was a fantasy story ...f my game ideas in Flash. I have to admit I am a fan of the Nintendo video games, with the Legend of Zelda series being my favorite. (I'm making a UT2003 ma
    3 KB (483 words) - 04:14, 1 September 2003
  • ...) ). I use the alias Mad because it is my initials. This is a really great wiki for everyone, and I learn a lot from all the contributors on this site. If
    695 B (123 words) - 23:40, 2 March 2006
  • Lee Perry (Epic)on Polycount: ...right now without significant code/scripting work for a mod, future engine games may have that but UT2k3 doesn't have that implemented easily right now. Wou
    12 KB (2,099 words) - 04:19, 17 September 2006
  • '''Eldhrin:''' I would expect that we may see these in future games on the new Unreal engine builds, such as Unreal II. Although Deus Ex 2's go ...both Karma and Havok physics engine. Also, it will be fun to see how the Wiki evolves to handle information for both Physics.
    7 KB (1,155 words) - 07:18, 29 April 2011
  • ...Unreal gaming development, like a sucker, I would just give it away on the Wiki, so other young punks can take advantage of all my heartache and hard work. ...perfectly usable. If you're considering a career in 3D, whether it be for games or movies or whatever, the industry will just as soon consider hiring someo
    23 KB (3,638 words) - 01:34, 7 April 2006
  • ...documentation. Hopefully I'll be able to expand upon what was described in Epic's documents at: http://unreal.epicgames.com/Network.htm and http://unreal.e A good description of the history of the networking architectures in games can be found at the top of the tech page's networking document. Go read the
    107 KB (18,320 words) - 09:30, 5 February 2011
  • '''Spoon:''' Epic doesn't offer the header file for UT2003, if I heard correctly? Or is it th ...ause I can code unrealscript. I get weird questions asking why multiplayer games don't show up in their server list or video card questions. I almost think
    9 KB (1,600 words) - 12:57, 7 February 2004
  • For anyone still listening, Epic has indicated the all render-to-texture is not really supported in the Open * This shouldn't add any bandwidth overhead in net games as it happens entirely on the client side, but I'd like someone with more e
    19 KB (3,244 words) - 11:35, 10 July 2004
  • ...g the code which is interesting and different is the fun bit. However with games, you've got some of that but that is so little compared to the mindless con ...it is a pure vector mathematical method rather than the one present on the Wiki (which uses a trace). It runs pretty fast at around 0.1ms for when nothing
    28 KB (5,270 words) - 18:03, 4 February 2007
  • ...'but'. In their haste to unleash Unreal games onto the world, the folks at Epic didn't take the time to write much by way of documentation for the engine. ...really is a difference. This site is a WikiWikiWeb, or Wiki for short. The Wiki system is a powerful tool for open document creation. Upshot: any reader ca
    6 KB (1,086 words) - 16:12, 6 April 2006
  • ==Epic hires== ...kload, this position may also involve supervision and maintenance of other Epic websites, including http://www.epicgames.com and http://www.unreal.com .
    16 KB (2,795 words) - 03:52, 12 February 2005
  • ...ne_Church.utx. Sure, it'll take time, nut who's got a life AND adds to the wiki? ...amic lightmaps no more" in UT2003 factoid. So it's not static meshes, but Epic's engine design in general I should be frustrated with. Greeeat.
    36 KB (6,434 words) - 06:09, 7 April 2005
  • ...-orientated programming (OOP) language created by [[Legacy:Epic Games|Epic Games]] for scripting in-game content for the [[Legacy:UnrealEngine|UnrealEngine] * Find language reference documents below (one within the Wiki), followed by more specific guides and examples.
    14 KB (1,963 words) - 16:52, 29 April 2010
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega {{innerbox| Tim Sweeney <br />Epic MegaGames, Inc. <br />tim@epicgames.com <br />http://www.epicgames.com
    10 KB (1,567 words) - 15:47, 20 June 2006
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega {{innerbox| Tim Sweeney <br />Epic MegaGames, Inc. <br />tim@epicgames.com <br />http://www.epicgames.com
    17 KB (2,490 words) - 16:20, 30 July 2006
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega {{innerbox| Tim Sweeney <br />Epic MegaGames, Inc. <br />tim@epicgames.com <br />http://www.epicgames.com
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...TML (nothing you'd ''usually'' do in UnrealScript, without doubt, but even Epic did that themselves) and any bit of generic acceleration would have been a ...That's within Digital Extremes' responsibility, not Epic's. I understand Epic themselves mourn the removal of the UWindow system just as we do.
    34 KB (5,749 words) - 01:28, 30 August 2006
  • ...acy Troubleshooting]] for other FAQ or troubleshooting pages on the Unreal Wiki. ...s exported that way are incomplete due to an exporter bug; better download Epic's original sources from [[Legacy:Class Tree|Class Tree]].
    20 KB (3,360 words) - 06:39, 12 April 2012
  • |[[Legacy:Epic Games|Epic Games]]<br />[http://www.digitalextremes.com/ Digital Extremes] ...d. Nothing stood in its path, nothing could compare to it in any way. When Epic first announced their own competitive multiplayer FPS game building up on t
    10 KB (1,742 words) - 23:21, 22 September 2013
  • ...eople who are unfamiliar with modding but who want to do things with their games just as badly. # What the wiki is and isn't
    5 KB (884 words) - 15:25, 22 November 2002
  • |[[Legacy:Epic Games|Epic Games]] ...004|Unreal Tournament 2004]]. Published by Midway Games, UT3 is powered by Epic's new [[Legacy:Unreal_Engine_3|Unreal Engine 3.0]], and has been released o
    6 KB (907 words) - 16:50, 20 March 2008
  • |[[Legacy:Epic Games|Epic Games]]<br />[http://www.digitalextremes.com/ Digital Extremes] ===Other Games in the Series===
    6 KB (756 words) - 09:23, 26 January 2007
  • ...n future the [[Legacy:Offline Wiki|Offline Wiki]]), it'll help keeping the Wiki in the press. * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Unreal Wiki Opens]] &ndash; never actually released, no release planned
    9 KB (1,473 words) - 06:52, 10 April 2007
  • ...creating new mods for the upcoming Epic game [http://wiki.beyondunreal.com/wiki/UT2003 Unreal Tournament 2003]. The large collection of mod ideas already l ...vements to existing ideas. The [http://wiki.beyondunreal.com/wiki/Wiki_FAQ Wiki collaborative environment] makes it possible.
    7 KB (1,172 words) - 15:28, 22 July 2005
  • Although this bit was very simple, I'm still kinda peeved that epic/DE didn't include any way to load the tab without having to use some silly ...part of my ISP). It took me a while to do and figure out, so I figured the wiki may like it.
    15 KB (2,134 words) - 18:08, 14 January 2003
  • ...storm rounds in my mod, Freehold! But when I got the game, I realized that Epic had a different definition of "explosive" than I did. So I set out to chang ...the IsA function.. that way you are still covered if, for whatever reason, Epic or Digital Extremes chose to change which package the minigun is in in a la
    17 KB (2,534 words) - 10:00, 25 May 2006
  • ...ertical axis in a [[Wikipedia:Cartesian coordinate system]] &ndash; in FPS games , it refers to the use of '''height'''. Here are some sections (slightly re-worded) taken from other parts of the wiki on map creation for the various [[Legacy:Gametype|gametype]]s.
    14 KB (2,377 words) - 01:41, 7 September 2006