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Hey Squaddies! It's time for a quick Modding 2.0 development update! Progress has been going well since the initial modding release, so we figured it was time to show off some of what's coming up next. First off, the Modding SDK UI has been completely redone (by an actual designer this time!). With their help and a fresh copy of the PSD of the new SDK UI, we went straight into implementing the update. It turned out like this! As you can tell, the tabs on the left the UI for the Modding SDK have all been moved to one window. No more multiple tabs on the top bar! Every action you need for modding is now in one convenient window. Sharing Mods We've scratched the old Steam Uploader and wrote a whole new one from scratch. (This one gives more errors than "Something went wrong."). We've also removed the need to have to pick an "Output Directory" when you are cooking your mod. By default, the system will now pick a valid path for you! We've also removed the need to have to click both the "Package" and "Upload" button. If you just click upload now it will perform the "Package" too. The "Package" button now is exclusively for people who don't want to upload their mod to the Steam Workshop. Editing Mods You are now able to edit your mod's information through the UI after creation. No more having to go through your modinfo info file and change all of the information and hoping you don't break anything! This new UI is probably 90% done. All the work that is left to do is small but important: fixing button sizes, handling really long strings, handling edge cases, etc. This should definitely come out with Modding 2.0, or maybe even earlier! Modding SDK Internals SMI Files Modinfo.smi files have been destroyed and replaced with your .mi files. No need to worry though, as soon as you load your mod in the Modding 2.0 SDK, your mod's SMI file will be upgraded to the new format. The main reason for switching file formats is Modding 2.0 doesn't require nearly as much data to be stored locally as the previous method. Steam Workshop Images Your mod's Steam Workshop preview image now lives inside of your mod's project folder. This was changed to prevent this reference being lost and then not knowing why you can not upload to the Steam Workshop. Cooking Mods As mentioned above, you no longer need to pick a package location. The Modding 2.0 cooking system will by default pick a good path for you. The first place it tries is your mod's project folder. Sometimes this doesn't work due to various issues (No space available, The pathname is too long, etc...), so cooking will continue to walk up the Squad folder structure until it finds a valid path. If it can't find a valid path (which is unlikely), you can still specify a cooking directory. Example Modding 2.0 Project Structure In-Game Mod Downloads Finally! This what you've all been waiting for, right? We're happy to report that progress is going well on getting in-game downloads working. This is proving to be a much larger task than originally thought, but steady progress is happening! As you can see in the GIF, mods can now be downloaded while the game in running with no problems. This test case is performed during the game is booting up, since we are doing a lot of CPU heavy stuff then: Current Work Currently, work is focused on getting the mods that are being downloaded while the game is running to be recognized by the game. This is quite a bit of work and will be taking up most of my time for the rest of the month, as the engine is not set up to accept PAK files mounted in the middle of the game. Offworld Out.
So I just downloaded the SDK and I've been trying to start it for a while, but the application has been sitting at "loading... 83%" for more than a half hour. Is this normal? I've tried restarting it twice with no effect. Edit: the unreal engine process is maxing out both my CPU and RAM usage, could this be a problem?
This is mainly for the Devs. Due to my C: drive dying i've had to re-install windoze and consequently the SDK as well - all 38-odd Gig. - which sux some because now i have to re-copy all my work back into the Mod folder - ok, takes time but not so bad. Except that just after re-installing windows the windows update 'helper' helped by breaking windows, so i had to re-install again - this was just afte re-installing SDK and everything else. Even trying to point "Install" at the existing SDK returns an error that the install folder must be empty - so everything must be deleted before you can install. This may not be such an issue for those outside Australia and that's fine but here we have rubbish internet compared to the rest of the world - and it's a pita doing such big re-installs. So my question is this (and it may very well be an Epic's thing not OWI's, i get that but i have to start somehwere), is there a possibility for adding into the Launcher a way to point "Verify" at an existing SDK install so i don't have to chew through nearly half my 100Gb monthly quota and lose another 2-3 hrs in doing so? Cheers!
Thought i'd start a thread for any SDK issues, problems and for update info/changes. Starting from the SDK update in September 2017. Couple questions to start off: 1. after the update i have now only 4-5 maps in the Contents - is this right? were the other maps removed for a reason? 2. can we expect any form of change-log, even rough, for each update?
Name: "Tresenka Border" Landscape: Alpine Climate: Cold Alpine in the higher area closer to the airbase and cold, wet, muddy forests in the lower valley. Dense forests, small water canals, muddy dirt paths, one main highway. Setting: Tresenka Border takes place in a fictional setting along the border between Russia and a country at war. Fighters from the warring country continuously use the river and mountainous terrain to cross into Russian territory aswell as making use of old WWII trenches. However as fighting has intensified in the region, Insurgents have pushed through the border-crossing while Russian forces' increased security will now be on the defensive to protect it's military installations and small civilian population in the region. This battle will take place in a clash near a military airbase just outside of the border between the Russian Federation and Insurgent forces. Factions: Russian Federation vs Insurgents Design Plans: Large scale map designed for Infantry, Transportation, Light Armor and Heavy armor fighting in a heavily forested area. High vantage overwatch military installations, some bunkers carved into the mountains, Radar stations. Custom buildings and assets also planned. Inspirations: Battlefield 2 , Project Reality, Altai Range (Battlefield 4) for setting, Damavand Peak (Battlefield 3). Screenshots: (link) First Rough Pass Update 1 Update 2 - Lighting and Environment Note: This is my first creation using Unreal Engine 4 but i'm so excited and determined to complete this map . Terrain textures were pretty hard for me to get right and natural looking. I'm on my third pass so far so the snow capped mountains are indeed a work-in-progress . Update: Worked on the mountain side and terrain a bit more. Check the album above for screenshots! Feedback and Suggestions are greatly appreciated!
With the annoucement of the soon to hit SDK how about some community price funded mapping contest? Maybe the dev´s could set the rules of time and what the base thing has to have to be accapted and use an extra mapping contest donate paypal account for everyone who wants just to donate some price money(of course without any reward). It would not be much in the end I guess but I think that would get a few people in the mood to start and build something great. Any opinions?