Quote: "UDK doesn't need programming, I wanna know who started that rumour - but let's end the UDK talk there."
Yeah, let's end it but with a side note:
UDK does require programming if you plan on a commercial release, because none of the included media is allowed to be used.
Therefore, you need to create your own classes and methods for your objects if you can't use theirs, right?
So, unless they have changed the license; UDK does require programming for commercial releases.
I have an outdoor scene in FPSC that takes the whole map and runs it up to the 1.8 gig limit, and it runs fine. (in the 50's for fps)
The only thing I did was to make sure everything was low poly (billboard trees, etc) and limited the number of characters spawned at any one time.
I've attached a sceen shot of my big map, but only one character was spawned at the time.
This is just the graveyard. (the farm is on the other side of the fence with a segmented farmhouse you can enter and an entity shed as well as a field with a crop)
I am going to break the map in half for two levels though instead of one, so I can add more characters and stuff.
It is my cutscenes that have me at the media limit, so that is the real reason for having to split it in half.
If you want heavily populated areas, then I suggest making a lot of corners between buildings etc, instead of straight streets.
That way, the player won't be able to see very far so the characters can be spawned only in the area the player is in.
In other words, have zones that spawn characters when the player enters and then destroys them when they leave.
The player will never know the characters aren't there since they can't see them anyway.
Of course, the zones would actually spawn for areas to be enterd, or adjoining areas, so the player would never see it happen.
So, if you had five zones...
1 - 2 - 3 - 4 - 5
Player start zone and the adjoing zones could be populated at start.
entering zone 1 would populate 2 and destroy 3
entering zone 2 would populate 1 and 3 and destroy 4
entering zone 3 would populate 2 and 4 and destroy 1 and 5
entering zone 4 would populate 3 and 5 and destroy 2
entering zone 5 would populate 4 and destroy 3
Population would have a check to see if it is already populated before spawning, so you wouldn't spawn them twice.
Then your direction you are traveling won't matter.
The zone they are in is already populated from the zone you entered prior to entering that zone, and adjoing zones are populated for the limited view.
It is a make-shift LOD for the characters you could say.
It could be done easily enough be settargetname=x and activatetarget=x for the zone's scripts, and then the characters would be scripted to destroy when activated to do so.
This is basically the same as spawning enemies, except you are spawning these bystanders before the player gets near them as opposed to spawning the enemy right there.
This example basically gives you 60% of your characters spawned at any one time if the zones are evenly populated.
I haven't tried or tested this method before, but it should work.
If you had 10 zones as opposed to 5 in the example, then only 3 of the 10 (30%) would be spawned at any one time.
That would make a big difference as opposed to having them all spawned all of the time.