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  Click here to go to the first staff post in this thread.   Thread: Unreal Engine Documentation

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    Unreal Engine Documentation

    Hey everyone at G-D.

    I now have a sub domain that will be used
    as my new unreal engine content hosting site.

    In thanks of the hosting from Absolution,
    I'm releasing a proof of concept document with the launch.

    It's available here:
    http://tamimego.game-deception.org/d...UE_POC_Doc.pdf

    Feel free to check out the main site, more updates will be added soon.
    http://tamimego.game-deception.org/

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    You are sexy fox!, gj

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    Nice, i dedicate you my first post on this one

    Way to go!

    ein

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    You Aussie Sex God!

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    seckseh

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    I thought there's SDK available. I know it doesn't have source files, but it contains lots of headers which have definitions of most objects, as well as alot of code, because Epic likes to inline it.
    Or it is no longer the case for UE3?

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    There was no official SDK's for post UE1, only unreal script SDK's.

    The public SDK from EpicGames for UT1 is purely just a collection of headers and none of the clients source code is available from it.

    Also previous installments of the engine featured a nice module based system and every single class definition was exported.

    The engine is now completely monolithic, causing 10-20mb+ executables, ranging from the audio and rendering engines to the core and client of the game all in one place.

    It certainly makes reverse engineering things a tough task.

    I am currently working on a helper library that will allow people to dynamically grab objects and name instances for the particular game with very little work. And of course I will be providing some basic home made SDK's to start the laming

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    its true

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    Nice job Tami, thanks for sharing

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    Hm, actually, for UT1 you can code not in Unreal Script.
    For UT2003 they changed some classes, but most of them just extended. And there's still headers for UnrealScript, which can be translated into C++.

    http://wiki.beyondunreal.com/Legacy:Native_Coding

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    Actually a hell of alot is different, anything based of Actor will be affected.

    As for Epic Games idea of native coding, the way their system works is by using a automatically generated SDK only available to games with UCC.exe. Also you don't exactly get engine access, you have your uscript code execute your native module via exported native functions, more or less and extension to the game.

    Where as this work is completely independant and doesn't need the use of UCC.exe

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    I see, thanks for explanation.

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    Good work Tami and nice 2 c your still around. Question to the moderators: Has GD's policy about posting Unreal Engine information changed?

    Quote Originally Posted by Tamimego View Post
    The public SDK from EpicGames for UT1 is purely just a collection of headers and none of the clients source code is available from it.
    Some of the headers contain a substantial quantity of code, e.g. maths and Windows routines also most headers contain the simple class members for getting and setting stuff. I agree that much of the grunty internal mechanics of say actor collision is missing however :-(

    Quote Originally Posted by Tamimego View Post
    It certainly makes reverse engineering things a tough task.
    It’s not that hard. Most of the sexy little getters and setters, etc… are still there for locating UObject, FName, etc… and if you do signature scans you see exactly the same kind of routines in UT3 as in UT2.5 as in UT2 as in UT1 (if your care to look). It’s just you have not got a handy dll exports to point you directly to the GObjects table, etc… (How easy was that!) You’d think they would have got round to obfuscating (even just compressing the damned stuff) the names in the name table by now for releases but I guess the shift to closed consoles kind of negates the necessity.

    Lets hope that someone gets round to releasing a good game made with the Unreal Engine on PC. Though given the fact that it would hacked to death by most people on this thread I can personally see little commercial imperative for producers.

    Lua LScript works fine on UE3 b.t.w. in fact its exactly the same as UE2.5 as Lua LScript only uses those member functions made accessible to UnrealScript.

    As a side note the UE engine integrated with Themida and GameGuard is worth a look. Though similarly disappointingly easy to hack.

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    That may be the case temp, but UT3 was a completely unstripped version. Other games such as FFOW, MoHA, Vegas, etc seem to have alot of the common points for finding the object table and other neat things removed. But all in all your right, it's not that hard if you know your way around the engine.

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