Actions

Fangame How-to:SonicGDK/Frequently asked questions

From Sonic Retro

Revision as of 13:34, 15 January 2012 by Xaklse (talk | contribs) (Added "Mac".)

A list of commonly asked questions and its answers.

Configuration

Screen resolution

The "setres" console command can be used to lower your resolution to provide better performance.

SETRES [height]x[width][w|f] - changes the resolution (w = windowed; f = fullscreen)

For example, open up the console and type "setres 800x600f".


Game settings

The default game settings are very aggressive, prioritizing visual acuity over performance. You should experiment with your video settings to find the best balance for your PC.

  • You can override these settings in the [SystemSettings] section of \UDKGame\Config\UDKEngine.ini (UDN). Make sure you copy the changed settings to the DefaultEngine.ini file.
  • Alternatively, if you want the minimal game settings you can use the "scale lowend" console command.


Key/button settings

To change them, open DefaultInput.ini file of \UDKGame\Config folder and search for the "Primary default bindings"; edit them as you wish. Replace "aFixedLook" word with "aLook" for mouse-like smooth look up/down.


Game crashes before starting

"UDK.exe has encountered a problem and has to close"

Make sure you have the last version of DirectX runtime installed; if you don't, download and install it, and test the game. In case the problem persists and you have an ATI Radeon X1000 series graphics card, try this solution:

  1. Open DefaultEngine.ini file of \UDKGame\Config folder.
  2. Copy the next two lines to the end of the opened file, save and test the game:
  [Engine.ISVHacks]
  bInitializeShadersOnDemand=True


Edition

UDK tutorials

The Unreal Developer Network (UDN) is the official support site for the UDK developers.


iPad/iPhone support

SonicGDK is only for PC/Mac; a developer certificate and mobile provision is needed for iOS development.


If I use SonicGDK in my own game, should I give credit?

Yes, an acknowledgement in the product documentation is required. SonicGDK is the result of five years of hard work.


Can I modify movement physics data through initialized variables?

Yes, there is an available function called InitializePhysicsData in SGDKPlayerPawn.uc; override it in your own pawn class or change the related values in PawnSonic.uc.


How does the 2.5D movement work and how may I use it?

Use SGDKSplineActors to define a path to constrain player movement; combine SensorActors and CameraInfos to change the point of view of the camera. Read this tutorial.


I want to code a [insert thing here]; any suggestions?

  • For items use UTPickupFactory and UTInventory as parent classes; don't take the RingActor as a good reference.
  • For moving objects with physics use KActor as parent class or any of its subclasses; UTProjectile as parent class may be useful too.
  • For an invisible holder of information use Info as parent class.


How do I enable Sonic Physics in my map?

  • To enable Sonic Physics on a static mesh, use the "Add SGDK StaticMesh" option (select the StaticMesh in the content browser, right-click in the level editor window).
  • To enable Sonic Physics on CSGs or terrain, use SonicPhysicsVolumes to encompass the walkable surfaces.


Where does the default level music need to be placed?

  1. Create a UTMapMusicInfo object in a package of the Content Browser; you can create a copy of the SonicGDKTestMap's.
  2. Configure the UTMapMusicInfo object; change Intro and Ambient "sound cues".
  3. Assign the UTMapMusicInfo object to the map; go to View->World Properties->World Info->My Map Info, create an UTMapInfo object there and change the "Map Music Info" field so that it points to your UTMapMusicInfo object.