View Full Version : Getting Started Compiling a Mod
Mysterial
11-15-2007, 03:23 PM
These are the basic steps you need to get your mod compiling and running in the game.
Mod source should be put in My Documents\My Games\Unreal Tournament 3\UTGame\Src, in a subdirectory of your package name. You put the .uc files in a further subdirectory named Classes.
Next, you need to tell the game that your package should be compiled. In UTEditor.ini under the section [ModPackages], add a line for your mod:
ModPackages=MyCoolMutator
Run "ut3 make" to compile your mod. The output script goes into My Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Script. Note the "unpublished". By default the game does not load files in this tree. This is so that you can choose to "cook" the mod (mostly for faster loading - only really useful for mods with a lot of custom content) or you can simply copy it into the Published branch. Since cooking/copying all the time is tedious, while testing you can pass the game the "-useunpublished" command line parameter to tell it to use the files in the Unpublished branch.
When you compile a mutator, gametype, or weapon, the compiler will automatically generate an .ini file for your mod package that tells the menus about it. You can opt out of this by setting the property bExportMenuData to false in your class's defaultproperties.
Feel free to post if you have questions or need help - that's what this forum is for. :)
SwaTz0rs
11-15-2007, 03:51 PM
I added mypackage to the UTeditor.ini but all i get when i run 'ut3 make -full' is
core - release
engine - release
gameframework - release
...
...
...
UTGameContent - release
//edit
when i run 'ut make' i get this message
http://img115.imageshack.us/img115/976/compiletw2.jpg
Thanks for the quick reply Mysterial
But there is a mistake ;)
Rypel figured it out: it is ModPackageS, with an S.
RypeL
11-15-2007, 04:22 PM
Thx Mysterial. But theres one typo in your tut. It should be "ModPackageS=MyCoolMutator" with the additional S. Then it works :)
Mysterial
11-15-2007, 04:30 PM
Thanks, fixed the typo.
rans.m
11-15-2007, 06:34 PM
I get a standard windows crash (popup box come up with ut3.exe has encountered a problem etc) when I compile and it gets down to my package and writes "-------vyd-release-----------" like that. Any ideas? I'm pretty sure I followed the instructions
Thanks Mysterial you guys rock.
Now all I need is UT3...
I'm trying to run the basic of basic helloworld mutators as a test to make sure everything is working right, and to also get a feel for the engine again. But I'm having some issues.
I have successfully compiled the mutator, and i'm using the -unpublished and -log flags to get some output. I can see that it's trying to load my mutator, but its just saying...
Error: Error reading attributes for 'C:\Games\Unreal Tournament 3\Binaries\..\UTGame\Unpublished\CookedPC\Script\M utHelloWorld.u'
No idea's on whats causing this. Although the mutator does appear in the in-game lists. So I try to start a local instant action with my HelloWorld mutator and...
ScriptLog: Mutators MutHelloWorld.HelloWorld
Warning: Failed to load 'Class MutHelloWorld.HelloWorld': Failed to find object 'Class MutHelloWorld.HelloWorld'
So I have no ideas at all, anyone else got any?
Here's the code im using...
class HelloWorld extends UTMutator
config(Game);
function PostBeginPlay()
{
Super.PostBeginPlay();
LogInternal("Hello World");
}
defaultproperties
{
bExportMenuData=true
GroupNames(0)="TEST"
}
I'v also tried instead of function "simulated event" as that appears to be used about the place but no dice.
Mysterial
11-15-2007, 10:19 PM
i'm using the -unpublished
It's actually "-useunpublished"... I had another typo in my post... guess I didn't proofread it well enough :(
_Lynx
11-16-2007, 02:58 AM
Now I don't have to wait for UDN to open :cool:
Sir_Brizz
11-16-2007, 02:09 PM
I'd be modding like a madman but I don't have the game yet for some reason, I can't figure out why! ;)
SwaTz0rs
11-16-2007, 04:19 PM
so u r just as sick as i am :D im modding all day ... the only difference is that I HAVE THE GAME !!!!
Wormbo
11-16-2007, 05:05 PM
Beat that: I don't have the game, but already coded two mutators. ;)
Sir_Brizz
11-16-2007, 07:42 PM
Beat that: I don't have the game, but already coded two mutators. ;)
HAXXXXXXXXX!
BattleMode
11-16-2007, 10:12 PM
Thanks for the info Mysterial! My German UT3 arrived so I can now start trying to get some form of RPG working for UT3 :D. Do you think the new menu system will allow something similar to UT2004RPG client side configuration with UT3?
Jrubzjeknf
11-17-2007, 06:00 AM
I suggest you don't touch the GUI part until after the first patch. It's likely they're gonna add stuff that will come in very handy for you. ;)
BattleMode
11-17-2007, 06:51 AM
I suggest you don't touch the GUI part until after the first patch. It's likely they're gonna add stuff that will come in very handy for you. ;) That would require patience, that's not me :D. I hope there will be some way to create client side guis, but if not I already designed some strategies to work around that.
BattleMode
11-17-2007, 07:48 AM
I get a standard windows crash (popup box come up with ut3.exe has encountered a problem etc) when I compile and it gets down to my package and writes "-------vyd-release-----------" like that. Any ideas? I'm pretty sure I followed the instructions I had the same problem. I was trying to copy an existing mod and modifying it. In my case the problem disappeared when I removed all defaultproperties except for Name.
KewlAzMe
11-17-2007, 03:01 PM
Beat that: I don't have the game, but already coded two mutators. ;)
Owned!
So how do you export the existing U files? Need Harmon to get WotGreal Explorer working for these files.
Sarge-David
11-17-2007, 06:57 PM
wait so hows the story on exporting existing mutators from ut2k4 into ut3?
KewlAzMe
11-18-2007, 03:19 PM
wait so hows the story on exporting existing mutators from ut2k4 into ut3?
Well they'd just be "ports" of them. There are already a few in the "User Mods" area.
TYF00N
11-18-2007, 07:11 PM
so...if I follow the steps here i can make my own mods?
KewlAzMe
11-18-2007, 07:44 PM
so...if I follow the steps here i can make my own mods?
Best bet would be to take a look at the standard mutators that came with UT2 and the ones that came with UT3.. there are a few that are ported like Bighead and lowgrav.
take a look at the subtle differences between the two.
Then try an easy UT2 one and try porting it over...
That hardest part is getting used to the new folder structure.. but even that gets pretty simple once you've got it.
jbizzler
11-19-2007, 01:38 PM
I'm picking up the game tomorrow and want to start coding right away. How do you get the source scripts? For UT2K4, I always just downloaded them, but I can't find the UT3 ones anywhere. Also, will WOTgreal work for this?
Edit: I remember the last UEd had a cript editor, but it was crap. Is the new one existent, usable, useful?
KewlAzMe
11-19-2007, 01:46 PM
I'm picking up the game tomorrow and want to start coding right away. How do you get the source scripts? For UT2K4, I always just downloaded them, but I can't find the UT3 ones anywhere. Also, will WOTgreal work for this?
Edit: I remember the last UEd had a cript editor, but it was crap. Is the new one existent, usable, useful?
In UED for UT3, goto the Actor Browser and do "File -> Export All Scripts"
That will put all the source into your My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript folder
Angel_Mapper
11-19-2007, 02:29 PM
Is there a way to change the directory? I don't use My Documents, actually I don't even use the drive it's on except to hold Windows.
KewlAzMe
11-19-2007, 02:37 PM
Is there a way to change the directory? I don't use My Documents, actually I don't even use the drive it's on except to hold Windows.
Here is one hack I know of.. haven't tried it tho:
http://forums.epicgames.com/showpost.php?p=25027277&postcount=21
Here is also one from Microsoft themselves to change the way it works:
http://support.microsoft.com/?id=310147
But I'm with you, I'd rather have it all on my "Game" partition.
Also, as I was tired of losing my personal stuff when i reformatted my windows drive, I always keep a D:\My Documents folder and on the desktop you can right click and change the path quite easily to use this path. Now you never have to worry about it. Been doing that for nearly 10 years now across 98, ME, 2000 and XP... now it finally looks like I have another good reason to do that.
Piglet
11-19-2007, 04:44 PM
Would be very interested to know what the error message: "Error: Error reading attributes for " means - I too get this when I started up a server with my first ut3 addin.
The thing seems to run - so it may just be what you get when running from the unpublished directory.
I'm now looking forward to getting the game so I can test this darn code....
Is there a way to change the directory? I don't use My Documents, actually I don't even use the drive it's on except to hold Windows.
You could use a windows util called FSUTIL (if you use NTFS), which can basically let you have 1 file in two separate locations. Anything changed on one file will change the other, as they are really the same file. I know you can do this on a file-by-file basis but I haven't looked into using full directories. I'll look into it when I get back -- the pharmacy calls! :D
Is there a way to change the directory? I don't use My Documents, actually I don't even use the drive it's on except to hold Windows.
The MyGames folder is pure evil. It's really chaotic compared to the Ut2004 mod folder structure.
But you can actually store the mod content and scriptfiles in the directory where UT3 is installed. You just need to create a src folder in UTGame, or define your own in the ModPackages section in the UTEditor.ini file.
The compiled scriptfiles however, are always saved in MyGames\..\Script. But you can also copy the file over to \UTGame\Unpublished\CookedPC\MyMod in the UT3 directory. Content can be put there too.
Mysterial
11-21-2007, 01:55 PM
Specifying -nohomedir might work but I haven't tried it.
KewlAzMe
11-21-2007, 02:48 PM
After using it for about a week, I am starting to appreciate the My Games area... I didn't realize at first that you no longer need to put mutators and u files into the game installation area... everything stays in the custom folders.
This is good cuz UT2004 had soo much crap in the system folder that I was never sure what it was and was afraid to delete things cuz i didn't want to remove any core files.
I think tho, that the installer should at least ask you where you want to keep the custom stuff, rather than use the evil M$ laden provided space.
Keep in mind tho that if you want to use things in a game you don't want to use the "useunpublished" switch... you need to create a "Published" folder under MyDocs\MyGames\UT3\UTGame\ and out the u files there. You could also make a new CookedPC folder under that but it doesn't appear to be necessary, just as long as it is under "Published" it seems to work.
This new structure really needs to be more well defined.
For released mods the MyGames folder is fine, but for development i find it a bit inconvenient.
{SAP}THEEDGE
11-22-2007, 08:00 AM
Is there a simple tut somewhere that would explain how to do something basic with the new system? I am watching all the editor videos, but these really don't talk about coding structure, etc.
Say, I wanted to take the rocket launcher, do something simple like change the color of it's skin, and then play with some of it's projectile coding. I would like to make a remake of the OMFG from UT2K4 just to use as a learning experience and to get used to the new program.
So...I would have to start by making a OMFG directory....but where? Do I put it here:
My Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC
or here:
C:\Program Files\Unreal Tournament 3\UTGame\CookedPC
Then I create a subdirectory of that named Classes. I would then put the .u files that I am modifying in this directory correct? So for making changes to the rocket launcher I would use the file UTWeap_RocketLauncher.uc as reference.
Now...because it is a new weapon, should I rename UTWeap_RocketLauncher.uc to OMFG.uc and change all the class references inside the file to
class OMFG extends weapon
or is just extending from UTWeap_RocketLauncher.uc better????
Now for changing the fire mode or something with the projectiles I would have to add more .uc files that make the changes to those...I think I can figure out that stuff.
For changing the color, is it as simple as the statement I found in the default properties:
WeaponColor=(B=0,G=0,R=255,A=255)
In the past I would have looked for which texture was called out, then went into the editor and exported the texture, photo-shopped it, and then reimported it into the package. Now...with the way materials are being used, that is all different I believe. I don't even see a texture called out in the code. I'm used to seeing redskin=texture('blah').
So...lets say I have my changes made and I am ready to try and compile them. What is the directory I need to be in and what exactly do I type to compile the scripts? Are there switches to use with the compile command?
When I compile, I suppose it gives me a .u file and a .ini file?? Where do I place them then to be able to test them in game?
If I can get help on these questions, I will start to put together a tutorial for future coders that need help getting started like myself. I want to do this first and then look at doing a real simple vehicle to get working with vehicles down.
Oh... one more question. If I downloaded a mod that someone else compiled. How can I decompile that .u file to .uc files? This would be a way to see how other people are structuring their scripts, so I have some frame of reference.
Thanks for any help!
EDGE
Taboen
11-22-2007, 08:12 AM
Oh... one more question. If I downloaded a mod that someone else compiled. How can I decompile that .u file to .uc files? This would be a way to see how other people are structuring their scripts, so I have some frame of reference.
I don't think that has ever been possible, you'd just have to ask for it at the creators.
And you have to put the files in here: My Documents\My Games\Unreal Tournament 3\UTGame\Src
So that would be My Documents\My Games\Unreal Tournament 3\UTGame\Src\MyMutator\Classes
The other things are good questions.
{SAP}THEEDGE
11-22-2007, 09:40 AM
I don't think that has ever been possible
I figured out most of it...look here:
http://utforums.epicgames.com/showthread.php?t=585103&page=2
KewlAzMe
11-22-2007, 11:34 AM
As it seems I'm not the only one that was lost in the structure... I will try to put up some tutorial of the structure, as best as I know it so far.
Step 1:
Never Touch the Game Install folder!
Step 2:
Assume for this tutorial that the Game install directory is:
C:\Program Files\Unreal Tournament 3\
and the user path is:
C:\My Documents\My Games\Unreal Tournament 3\UTGame
Step 3:
Open UED for UT3. Goto View->Browser Windows->Actor Classes
Step 4:
From the Actor Class Browser, goto File->Export All Scripts
This will take about 3-5 minutes and UED may seem frozen during this time.
Check your "user path" for a folder named "ExportedScript", that should start updating with script files for each of the games U files.
Step 5:
While waiting for Step 4 to complete, or even after it is done, create the following folders (if they don't already exist):
C:\My Documents\My Games\Unreal Tournament 3\UTGame\Src
C:\My Documents\My Games\Unreal Tournament 3\UTGame\UnPublished
C:\My Documents\My Games\Unreal Tournament 3\UTGame\Published
The Src directory is where you make mutators. Similar to the previous games, you create a folder named the same as you want the U file to have. Lets say "MyMut"
So create the following structures:
C:\My Documents\My Games\Unreal Tournament 3\UTGame\Src\MyMut\
C:\My Documents\My Games\Unreal Tournament 3\UTGame\Src\MyMut\Classes\
The Unpublished directory is where compiled code goes. When you run "Make" it will compile the script files and output a U file inside a "CookedPC" directory. This is the "temporary" area for keeping your test versions and stuff.
The Published directory is where you put final stuff to play normally. Whenever you download a mutator from the internet, you would put that U file here. The mutator will likely come with a UTMyMut.ini file. You would put that file here:
C:\My Documents\My Games\Unreal Tournament 3\UTGame\Config\
The Config file is the equivalent of the .int file from the other games. It has the information that the game needs to see it in the mutator list, the description, as well as find its In-game configuration menu (if any).
Step 6:
By now, UED for UT3 should be done exporting all scripts and you should see all the files in your C:\My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript folder.
Step 7:
If you want to export other U files that weren't in the game directory, like other mutators, etc. You would open a Cmd prompt and run this command:
"C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" BatchExport path\to\u\file.u class .uc path\to\destination\folder
For example:
"C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" batchexport C:\MyMut.U class .uc "D:\My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\MyMut\Classes\"
Or you can make a batch file like this:
"C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" batchexport %1 class .uc "D:\My Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\~$n1\Classes\"
and just drag and drop the u file on top of the batch file. It will put all extracted files in the "Custom" folder. Modify this file to export other things besides class (images, smesh, etc)
Step 8:
When you are ready to compile your mutator using "Make" you need to perform the following steps:
Open your C:\My Documents\My Games\Unreal Tournament 3\UTGame\Config\UTEditor.ini file and look for [ModPackages]
Add a line under that header (the name matches the mutator folder name):
ModPackages=MyMut
Open a cmd prompt and run (including quotes):
"C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe" Make
That may take about 10-20 secs before it starts but then it will compile just like ucc did in the older games.
Remember "Make" isn't folder specific, you can't tell the game to only "MAKE" one folder, it needs to run all the packages to understand it all. So make doesn't need anything passed into it.
You can also make a shortcut of the UT3.exe file and edit the command line to add make at the end (outside of the existing quotes)
Also note that "Make" will auto-create a UTMyMut.ini file. This file automatically goes into your user path "Config" folder. Be sure to include this file along with the U file when creating a zip package to share your mutator on the web.
{SAP}THEEDGE
11-22-2007, 08:58 PM
Thank you, Thank you, Thank you!!!!!!!!!!!!
Kewl....you are kool!! This is exactly what I was looking for. I'm eating Turkey at a family get together, but when I get back home I will set up my directory structure and start doing some modding!!
Excellent Tutorial on the directory structure!
KewlAzMe
11-23-2007, 12:06 PM
Now that we have mutators? How do we make them work on our servers? Is there a "ServerPackages" area? I haven't found one.
Mysterial
11-23-2007, 12:14 PM
It should just work on a server. You don't need to do anything to make it download, etc.
KewlAzMe
11-23-2007, 12:32 PM
Fantastic! That was UT99 and UT200x greatest annoyance.. So now if a mutator is running the client will auto-download it? UT3 is indeed great!
geodav
11-23-2007, 02:57 PM
can some one tell me the correct directory setup for a mod eg for maps and custom packages and how to link them all up cheers
KewlAzMe
11-23-2007, 04:31 PM
Read my tutorial about 5 posts back for packages..
Read this tutorial (http://forums.epicgames.com/showthread.php?t=585642) for maps
geodav
11-23-2007, 04:54 PM
yep the same mud as on udn, lets see if i can make it clearer, our mod will have maps, characters, weapons, vehicles, pickups, Environments, effects basically its a TC but expanding on UT3 code. in the unpublished/cookedpc folder there are only folders for CustomChars + CustomMaps, do i have to follow this example and make the folders CustomEnvir CustomEffe etc...
according to udn you have to make a extra folder
For your level to be visible in the game menus, it needs to be saved in a subdirectory of CustomMaps?. Anything saved directly in the CustomMaps? directory itself will be ignored. So, you’ll want create a directory that is appropriate to your mod name
so would that then be for me CustomMaps/UT40k or CustomMaps/UT40kmaps, i take it that this should apply to the other folders as well
KewlAzMe
11-23-2007, 07:46 PM
Good question. Can you export anything else other than uc files from UED? maybe try that and follow the directory structure that it uses.
geodav
11-24-2007, 03:00 PM
nope can't export anything else guess we'll have to wait for the Epic guys to tell us more !
commander_keen
11-25-2007, 02:11 AM
I am not able to compile a simple package. I have added the correct things to the ini and the compiler will try to compile the package but will crash and attempt to open system32/dwwin.exe (which i have replaced with mspaint.exe because the original dwwin.exe is pretty much a virus). This is all that is logged:
Init: Version: 3487
Init: Epic Internal: 0
Init: Compiled: Oct 21 2007 03:17:32
Init: Command line:
Init: Base directory: G:\Games\Unreal Tournament 3\Binaries\
Init: Character set: Unicode
Log: Executing Class Editor.MakeCommandlet
--------------------Core - Release--------------------
--------------------Engine - Release--------------------
--------------------GameFramework - Release--------------------
--------------------Editor - Release--------------------
--------------------UnrealEd - Release--------------------
--------------------UnrealScriptTest - Release--------------------
--------------------IpDrv - Release--------------------
--------------------OnlineSubsystemGameSpy - Release--------------------
--------------------OnlineSubsystemLive - Release--------------------
--------------------UTGame - Release--------------------
--------------------UTEditor - Release--------------------
--------------------UTGameContent - Release--------------------
--------------------Poops - Release--------------------
EDIT: oops, had some leftover stuff in the ini's from before
pingfreak
11-25-2007, 02:30 AM
I made a weapon with custom sounds and textures that are in a upk file. Where should this file be placed when compiling so that it gets cooked; Or is that a separate process?: if so, How is that done? My main problem is I created a upk file 90 instructions on just one of the materials.. I want this to work... When I compile I get 0 errors and 0 warnings but that's only if I place the upk in the main dir.. ( not cooked ) Otherwise, I get missing references to my upk warnings. When I play/ the weapon has no sound and the textures are missing /( all white gun ). What am I doing wrong? What's also annoying is when I compile using front end all my custom maps get deleted. Also, the only way to use the weapon is by placing both the .u and .upk in the main cookedpc. It won't work in published; I've also tried it using the -useunpublished extension and also tried using the -publish extension
CVROY
11-25-2007, 04:01 PM
It should just work on a server. You don't need to do anything to make it download, etc.
What if the mutator is huge, can we compress them to a .uz2 type file like UT2004 and serve them to clients off of a redirect server.
shadinio
11-27-2007, 12:14 AM
i've written a simple mutator that just modifies the pawn's JumpZ. compiled successfully, shows up in the mutator list, but does nusin.....what's goin on?! this shouldnt b 2 complicated!!
DaWrecka
11-28-2007, 09:34 PM
Here is one hack I know of.. haven't tried it tho:
http://forums.epicgames.com/showpost.php?p=25027277&postcount=21
Here is also one from Microsoft themselves to change the way it works:
http://support.microsoft.com/?id=310147
But I'm with you, I'd rather have it all on my "Game" partition.
The MyGames folder is pure evil. It's really chaotic compared to the Ut2004 mod folder structure.
But you can actually store the mod content and scriptfiles in the directory where UT3 is installed. You just need to create a src folder in UTGame, or define your own in the ModPackages section in the UTEditor.ini file.
The compiled scriptfiles however, are always saved in MyGames\..\Script. But you can also copy the file over to \UTGame\Unpublished\CookedPC\MyMod in the UT3 directory. Content can be put there too.
Mysterial mentioned an easier way...
Specifying -nohomedir might work but I haven't tried it.
I have tried it, and it does work.
Stefander
11-28-2007, 10:56 PM
Ouch, an error on my side... ConTEXT didn't save over the old one where I forgot a ;. Spent about 2 hours figuring out why it didn't compile right... I just need sleep I guess :D It just got compiled, yay :D Now for some serious scripting action... But first, sleep... It's 4 AM, have to get up at 6:45 :eek:
Taboen
11-30-2007, 11:13 AM
I used the way Mysterial says in topic and it worked. But somehow it doesnt work anymore. Earlier today it did but now it stopped working somehow. It just says 'No scripts need recompiling' even if I delete the .u file. What the h ell?
KewlAzMe
11-30-2007, 11:54 AM
I used the way Mysterial says in topic and it worked. But somehow it doesnt work anymore. Earlier today it did but now it stopped working somehow. It just says 'No scripts need recompiling' even if I delete the .u file. What the h ell?
I got this once.. I just ran it again and it worked.. it was a weird fluke
Taboen
11-30-2007, 12:44 PM
I got this once.. I just ran it again and it worked.. it was a weird fluke
Tried like 10 times by now...
Mysterial
11-30-2007, 01:16 PM
Two ideas that immediately come to mind:
-Your UTEditor.ini got deleted, reset, or otherwise lost the entry about your mod packages.
-You deleted the version in Published, but the script compiler's date checking looks in Unpublished.
Taboen
11-30-2007, 01:31 PM
Two ideas that immediately come to mind:
-Your UTEditor.ini got deleted, reset, or otherwise lost the entry about your mod packages.
-You deleted the version in Published, but the script compiler's date checking looks in Unpublished.
Checked UTEditor.ini already the line was still there.
Yea well the thing is it never put anything in Published it was in Unpublished/CookedPC/Script and that's where I deleted it aswell.
KewlAzMe
11-30-2007, 04:36 PM
-You deleted the version in Published, but the script compiler's date checking looks in Unpublished.
It doesn't seem to be like the old UT2004 method where if you build it and put it into the System folder, you need to delete that system folder one before it will build again. In UT3, I've ran "make" many times without deleting the previous build U file and it always replaced it for me.
Pfhoenix
11-30-2007, 05:18 PM
It's important to note that if you have Package.u in Published\CookedPC\Script and you rebuild Package.u (it being placed in Unpublished), make will also delete Package.u from Published as well.
KewlAzMe
12-01-2007, 01:58 AM
It's important to note that if you have Package.u in Published\CookedPC\Script and you rebuild Package.u (it being placed in Unpublished), make will also delete Package.u from Published as well.
ah.. good to know.
Taboen
12-01-2007, 01:41 PM
So how do I fix this?
Geist
12-01-2007, 03:55 PM
It doesn't seem to be like the old UT2004 method where if you build it and put it into the System folder, you need to delete that system folder one before it will build again. In UT3, I've ran "make" many times without deleting the previous build U file and it always replaced it for me.
Hmm, so how does it know which packages to rebuild? For me, if it sees the .u in the Script folder, it doesn't rebuild it. Except for this 1 package that keeps getting rebuilt when I use my batch file, but not when I execute "ut3 make" directly from a command line... weird.
Another weird thing is that the .u that keeps getting rebuilt is the only one that generates an .ini file, too. Has anyone seen problems with generating .ini files?
EDIT: OK, it seems that if the Script folder is unmodified, that constantly-rebuilding .u doesn't rebuild. So because I was deleting a different .u to rebuild, and only this one has a .ini file, the make commandlet apparently thinks it should rebuild all .u's in the Script folder that have .ini files in Config. Very strange... and I still don't understand why the other packages I'm building don't generate .ini files.
EDIT2: Yep, just confirmed this theory. If the \Script folder is made dirty (by deleting another .u or whatever), the make util deletes the all the .u's that have matching .ini's, then rebuilds them. Any command-line switches to avoid this? Of course, if I knew how to rebuild ONLY a particular .u, it's not as much of a problem, since I wont be deleting .u's anymore.
EDIT3: Disregard that (in EDIT2)... with a few more tests, it's not that simple. All I have to do is edit a .uc file and they all rebuild. I'll try to figure it soon...
Geist
12-01-2007, 06:48 PM
Ahhh... help is a wonderful thing... "ut3 help make" says the default behavior is to recompile any package that appears AFTER (in the ModPackages list) a package that is out of date (i.e. needs recompiling). So use -nodelete to change this behavior. It's very cool that it now auto-deletes the .u files, though!
Now if I can just figure out why the .ini files are not generated for these other mutator packages! Anyone?
KewlAzMe
12-01-2007, 08:26 PM
default behavior is to recompile any package that appears AFTER (in the ModPackages list) a package that is out of date (i.e. needs recompiling).
That was brought up before.. sorry thought that was known already.
Now if I can just figure out why the .ini files are not generated for these other mutator packages! Anyone?
Are you extending your class to UTMutator or just Mutator? I had accidentally forgot the "UT" part in front of mutator and it wouldn't generate the file for me. So check that.
Also ensure you don't have "bExportMenuData=false" in the defaultprops area.
pingfreak
12-01-2007, 11:22 PM
Can someone please explain to me how exactly to 'publish' a mutator you have made?
MysTikal
12-01-2007, 11:42 PM
Can someone please explain to me how exactly to 'publish' a mutator you have made?
Put it in the published / private folders? :)
Check some of the released mutators directory - you just need to move it from Unpublished to the correct directory.
pingfreak
12-02-2007, 05:36 AM
But there is a .upk file that goes with it/ how does that get cooked?
This is my situation:
I have made a gun with custom sounds and textures 'materials' rather. When I load the weapon in game, the Gun texture is missing and there is no sound.
0 Errors and 0 Warnings.. and all textures materials sounds and cues referenced.
Please help :/
Mysterial
12-02-2007, 11:20 AM
You can just copy them to the appropriate places in the Published directory. You don't need to cook them and for mutators you probably shouldn't.
{SAP}THEEDGE
12-02-2007, 11:37 AM
pingfreak...can you explain how you did the sound and sound cue section of your rifle?? What is the relationship between those two things
Geist
12-02-2007, 01:36 PM
Are you extending your class to UTMutator or just Mutator? I had accidentally forgot the "UT" part in front of mutator and it wouldn't generate the file for me. So check that.
Also ensure you don't have "bExportMenuData=false" in the defaultprops area.
Yep, I'm extending UTMutator... and nope, I don't have bExportMenuData=false. The strange thing is that after working on a few other mutators, I recompiled and it made 4 .ini files (for past mutators) in a row, as if it finally noticed the .ini files needed creating. *sigh*
So then, it eventually did create them, but I don't know why it's so inconsistent.
QuinN
12-02-2007, 05:18 PM
i had a look at creating a mutator anyone stubled across any docs like the php docs for refrence. it would be kl if some one has found some
KewlAzMe
12-02-2007, 08:22 PM
Speaking of which.. anyone got a UnCodex working for UT3 code?
And yes I know about these:
http://wiki.beyondunreal.com/wiki/Introduction_To_Replication
http://udn.epicgames.com/Three/UT3Mods.html#How%20to%20Make%20a%20Mutator
But its still not getting through to me. Perhaps if a tutorial took existing mutators and stepped through the parts that use replication and the parts that are on the server, rather than a generic functions like "DoOnServer()". Need real examples.
BakerCo
12-02-2007, 08:31 PM
yes and yes Kisk took care of it http://www.codekisk.com/unreal/ut3/scriptref/
Athest
12-03-2007, 07:02 AM
Anyone know a place with tutorials for people who've never before worked with the unreal script and anything involved with it? I'm trying to follow Kewl's tut, but I find myself with no clue what I'm doing and no idea how to fix it.
Update: Ok, what was confusing me was that adding extra mutator command lines, but since I just skipped that I was able to make it compile correctly. I suppose now the only problem would be the actual coding of what I want to happen. Anyone have any good tutorials for this part?
Speaking of interesting options ...
Anyone got a clue if these do what I think they do :
[ModPackages]
ModPackagesInPath=..\UTGame\Src
ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
I noticed them in UtEditor.ini after running "ut3 make".
KewlAzMe
12-04-2007, 04:44 PM
Speaking of interesting options ...
Anyone got a clue if these do what I think they do :
[ModPackages]
ModPackagesInPath=..\UTGame\Src
ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
I noticed them in UtEditor.ini after running "ut3 make".
Yes they do do what you think they do. I have mine redirecting my output to my Server PC's published folder.
Has anyone noticed that the reported execution-time given by UT3 make is not even close to reality ?
At least on my system the commandlet has the nerves to tell me it took 0.00 seconds to execute when it didn't have to compile anything.
Yet the entire process requires +/- 20 seconds.
I've also noticed that I need to start UT3.COM when starting it from another process.
Is there any reason for this ? (except to confuse users ?).
// -- edit --
Just in case you think that messing with UnrealEditor.ini is too complicated you might want to take a look at a little helper-utility I wrote (it's the basis for a project of mine ;) :
UT3 Magick builder (http://forums.epicgames.com/showthread.php?p=25158844#post25158844)
2tall
12-14-2007, 11:27 AM
I added mypackage to the UTeditor.ini but all i get when i run 'ut3 make -full' is
core - release
engine - release
gameframework - release
...
...
...
UTGameContent - release
//edit
when i run 'ut make' i get this message
http://img115.imageshack.us/img115/976/compiletw2.jpg
I tried to compile my mutator and I'm seeing the same thing as what your screenshot shows. I plan on checking everything over again but what did you do to get past this?
You do have your sources in "mypackage\classes", do you ?
And did you try my MagickBuilder-utility (http://forums.beyondunreal.com/showthread.php?t=193043) ? (or see Beta-secion of this forum)
That should save you the trouble of trying to manually add those packages to UtEditor.ini ...
gravity0
12-16-2007, 07:31 AM
i have used unreal fronted to compile my basic mutator.... everything get far but i cannot find any configuration file in the Config directory
Mr. Pointless
12-25-2007, 07:24 PM
Okay, I'm following both the custom mid-game menu tutorial and this one, and when I tried to compile it, I got this:
http://img.photobucket.com/albums/v617/MrPointless/AwNuts.png
So... I'm at a loss here. As far as I can see my filenames are fine, if that's what it's screaming about, and I can't think what else it could be. I'm sure I followed this word-for-word...
warlord57
12-26-2007, 03:59 AM
Okay, I'm following both the custom mid-game menu tutorial and this one, and when I tried to compile it, I got this:
http://img.photobucket.com/albums/v617/MrPointless/AwNuts.png
So... I'm at a loss here. As far as I can see my filenames are fine, if that's what it's screaming about, and I can't think what else it could be. I'm sure I followed this word-for-word...
I don't think it has anything to do with the file name. It is a variable name found on the line represented in the ( ) after the filename.ext such as xTestMidGamePanel.uc(5) meaning the 5th line in that file has an invalid name for a variable.
r1esG0
12-26-2007, 07:30 AM
mr pointless
open the file xCTFgame.uc
go the the line nº 6,
there is an error there, something has been bad written,
also open xTEstMidGamepanel.uc
go to the line nº5,
another error there, something bad written,
if you think you have followed word by word, copypaste the code, then look what happens
Mr. Pointless
12-26-2007, 07:34 AM
Ah, I see, thanks. :o
Turned out I'd typed an apostrophe ( ' ) where it should have had this character ----> ( ` ). I need to remember that one. :\
D-Hunter
01-02-2008, 04:47 PM
Edit: Nevermind >_<
Diademed
01-11-2008, 06:46 PM
Yep, I'm extending UTMutator... and nope, I don't have bExportMenuData=false. The strange thing is that after working on a few other mutators, I recompiled and it made 4 .ini files (for past mutators) in a row, as if it finally noticed the .ini files needed creating. *sigh*
So then, it eventually did create them, but I don't know why it's so inconsistent.
I'm having the same trouble... config(MyMut) in the class definition, yet no ini's. Has anyone else experienced / fixed this?
EDIT: For that matter, I don't see any .u files in the unpublished or the ..\script branches. I must be doing something wrong. I can see where it says Parsing UTMutator_MyMut on the commandline, but no .u nor .ini's?
Morgyl
01-16-2008, 03:09 PM
Nice info, thanks i'm gonna start tommorow directly
Swiftysnake
02-13-2008, 05:18 PM
hey guys i was just wondering if i needed to be able to run ut3 to make maps and mods for ps3 seeing as i have an 7 year old pc or will i need to buy a graphic card oand other stuff to upgrade my pc.
Blade[UG]
02-13-2008, 09:42 PM
You'll need a lot more power on the PC than you need to just run UT3 tolerably. I can run the game fantastically, but the editor is an altogether entirely different story.
beskull
02-26-2008, 04:45 PM
k, I am hesitant to post cause I know I should be able to figure this out, but it is driving me nuts. I've worked on it for 2 days now and I still get the same thing. Here is my error:
--------------------UTGame - Release--------------------
--------------------UTEditor - Release--------------------
--------------------UTGameContent - Release--------------------
--------------------HelloWorld - Release--------------------
Analyzing...
C:\Program Files\Unreal Tournament 3\Development\Src\HelloWorld\Classes\HW_Mutator.uc (1) : Error, Bad class definition ''/''/378/1
Compile aborted due to errors.
Warning/Error Summary
---------------------
C:\Program Files\Unreal Tournament 3\Development\Src\HelloWorld\Classes\HW_Mutator.uc (1) : Error, Bad class definition ''/''/378/1
Failure - 1 error(s), 0 warning(s)
Execution of commandlet took: 8.98 seconds
I've checked my file names (I've tried this on several cut and paste mutators) and it doesn't even work on a Weapon mod I copied from the source. Please help.
Here is my actual code:
class HW_Mutator extends UTMutator;
function InitMutator(string Options, out string ErrorMessage)
{
loginternal( "Hello World" );
Super.InitMutator(Options, ErrorMessage);
}
I've saved the file in Unicode and i can't think of anything else.
Blade[UG]
02-27-2008, 06:00 AM
If I remember correctly, Unicode is bad
Wormbo
02-27-2008, 08:27 AM
The UnrealEngine only accepts ASCII-compatible single-byte encodings (e.g. ISO 8859-1 or Windows-1252) or UTF-16 with byte order mark. UTF16 without byte order mark and other multi-byte encodings are not recognized. This includes UTF-8!
Script source files should always be restricted to ASCII characters, though. Other characters can be generated through the Char() function or imported via localized properties from UTF-16+BOM-encoded localization files.
KewlAzMe
03-02-2008, 08:06 PM
How do you force UED to load your custom game ini for mapping with custom actors and such?
Tried UT3.exe editor -ini=UTMyGame.ini but that didn't seem to work.
Blade[UG]
03-04-2008, 03:51 AM
you don't .. ?
I<3UT
03-25-2008, 05:57 PM
With lots of reading of the forum and web I have a little mutator (mostly) working. My question is about workflow. I use the Server button on the Unreal Frontend. That launches with the selected map (WAR-Torlan). But since I am currently working on the mutator's configuration screen, I have Disconnect from the game started. When I get back to the main menu the computer takes control and launches WAR-Torlan again. Once I disconnect from that I can then go into the Multiplayer - Host Game - etc add my mutator and test my configuration. I'm spending a lot more time getting UT3 to the point that I can test my mutator configuration than I am working on my mutator. Is this normal? Have folks figured out a better way? Thanks!
immortius
03-26-2008, 04:59 AM
Just run UT3 with the -UseUnpublished commandline option?
I<3UT
03-26-2008, 04:05 PM
Prefect, thanks immortius.
I<3UT
03-29-2008, 06:21 PM
I'm testing my mutator using a server and client now.
Is there a way to make LAN the default Server Type? I've also been searching around for some documentation or examples of using the Localization .int files it appears that udn.epicgames.com is down, or at least unreachable by me today. :(
Thanks in advance!
luau.design.df
06-04-2008, 06:35 PM
Hello, everyone, I've coded a mutator thats extends the Stinger to create a new behavior to the weapon, the code is working so I made a package to set a new skin to difference the weapon, everything is ok in the editor, i've copied the stinger mesh, material and textures (screen capture) and made my changes and renamed all to my new set, the new material is all ok and I made it to show on my version of Stinger mesh and it works too. Well, I've overwrited the default weapon property to reference my new package and it does not works, the compiler says that can't find my upk and the PIE shows the super.mesh... :confused:
There is one more problem, I only can play into the editor, when I use the mutator to replace my weapon, there stills nothing on the pickup factory or in the invetory when I selected my version of the weapon, but all works when I'm playing in the editor... :(
x1ongmao
06-05-2008, 10:56 AM
where do you put your files (UPK and so on) ? Do you also use option "-useunpublished" for compilation and run ?
luau.design.df
06-05-2008, 06:29 PM
I'm only using the .upk, the texture files are in another disk, but everything was imported into the package file, need I to put all in the weapon directory at \src?
Hm I'm not adding -useunpublished when I run the game/editor... may be that is a problem happening... I've tried Published\CookedPC, Unpublished, also placing into the game folders my .upk file, nothing never worked...
I'll try compiling again to see if was that the problem with the mesh reference... may it also fix the pickupmesh when running the game, or not?
I'm not even a programmer, I'm just trying something with the script too
euchreplayer23
06-07-2008, 02:40 PM
I did a "ut3 -batch export" on ripperlite for ex as described here:
http://utforums.epicgames.com/showthread.php?t=585103&page=2
The exported scripts seemed okay...
And tried immediately after to compile it using "ut3 - make" but got a bunch of errors (5 i think very similar)
What did i do wrong, if anything? Help :(
ex:
Importing Defaults for UTAmmo_RipperLite
C:\Program Files\Unreal Tournament 3\Development\Src\RipperLite\Classes\UTAmmo_Ripper Lite.uc(28) : Error, BEGIN OBJECT: The component name PickupLightEnvironment is already used (if you want to override the component, don't specify a class): Begin Object Class=DynamicLightEnvironmentComponentName=PickupL ightEnvironmentObjName=PickupLightEnvironmentArche type=DynamicLightEnvironmentComponent'UTGame.Defau lt__UTAmmo_FlakCannon:PickupLightEnvironment'
Importing Defaults for UTAttachment_RipperLite
C:\Program Files\Unreal Tournament 3\Development\Src\RipperLite\Classes\UTAttachment_ RipperLite.uc(11) : Error, BEGIN OBJECT: The component name SkeletalMeshComponent0 is already used (if you want to override the component, don't specify a class): Begin ObjectClass=SkeletalMeshComponentName=SkeletalMesh Component0ObjName=SkeletalMeshComponent
0Archetype=SkeletalMeshComponent'UTGameContent.Def ault__UTAttachment_Translocator:SkeletalMeshCompon ent0'
Melipone
07-01-2008, 05:00 PM
What does the Config(game) gives you? I'm familiar with Java but I don't understand this construct.
I'm trying to run the basic of basic helloworld mutators as a test to make sure everything is working right, and to also get a feel for the engine again. But I'm having some issues.
I have successfully compiled the mutator, and i'm using the -unpublished and -log flags to get some output. I can see that it's trying to load my mutator, but its just saying...
Error: Error reading attributes for 'C:\Games\Unreal Tournament 3\Binaries\..\UTGame\Unpublished\CookedPC\Script\M utHelloWorld.u'
No idea's on whats causing this. Although the mutator does appear in the in-game lists. So I try to start a local instant action with my HelloWorld mutator and...
ScriptLog: Mutators MutHelloWorld.HelloWorld
Warning: Failed to load 'Class MutHelloWorld.HelloWorld': Failed to find object 'Class MutHelloWorld.HelloWorld'
So I have no ideas at all, anyone else got any?
Here's the code im using...
class HelloWorld extends UTMutator
config(Game);
function PostBeginPlay()
{
Super.PostBeginPlay();
LogInternal("Hello World");
}
defaultproperties
{
bExportMenuData=true
GroupNames(0)="TEST"
}
I'v also tried instead of function "simulated event" as that appears to be used about the place but no dice.
Melipone
07-01-2008, 05:33 PM
hello,
I've carefully read the tutorials and instructions but UT3 make seems to have problems finding my HelloWorld.uc file. Here's what I did:
I've created subdirectories in the Src directory:
Src/HelloWorld/Classes
I've created HelloWorld.uc in the Classes directory
I've added in UTEditor.ini:
ModPackageS=HelloWorld
When I run UT3 make I get this error. Any hints?
Init: Version: 3487
Init: Epic Internal: 0
Init: Compiled: Oct 21 2007 03:17:32
Init: Command line:
Init: Base directory: C:\Program Files\Unreal Tournament 3\Binaries\
Init: Character set: Unicode
Log: Executing Class Editor.MakeCommandlet
--------------------Core - Release--------------------
--------------------Engine - Release--------------------
--------------------GameFramework - Release--------------------
--------------------Editor - Release--------------------
--------------------UnrealEd - Release--------------------
--------------------UnrealScriptTest - Release--------------------
--------------------IpDrv - Release--------------------
--------------------OnlineSubsystemGameSpy - Release--------------------
--------------------OnlineSubsystemLive - Release--------------------
--------------------UTGame - Release--------------------
--------------------UTEditor - Release--------------------
--------------------UTGameContent - Release--------------------
--------------------HelloWorld - Release--------------------
Warning, Can't find files matching C:\Users\myriam\Documents\My Games\Unreal Tournament 3\Binaries\..\UTGame\Src\HelloWorld\Classes\*.uc
Warning/Error Summary
---------------------
Warning, Can't find files matching C:\Users\myriam\Documents\My Games\Unreal Tournament 3\Binaries\..\UTGame\Src\HelloWorld\Classes\*.uc
Success - 0 error(s), 1 warning(s)
Execution of commandlet took: 3.36 seconds
Melipone
07-02-2008, 02:27 PM
Okay, i've solved this one about not finding *.uc files but now I have runtime errors which I'll post separately.
Melipone
07-02-2008, 02:45 PM
Okay, I've compiled my HelloWorld.uc okay. I'm getting this runtime error now in the logs, no matter what I do. I run UT3.exe -useunpublished. Here's the code which is similar to what I found in another post:
class HelloWorld extends UTMutator Config(Game);
function PostBeginPlay() {
Super.PostBeginPlay();
LogInternal ("Hello World");
}
defaultproperties {
bExportMenuData=true;
}
Melipone
07-06-2008, 01:47 PM
After several trial and errors and googling a lot, the "error reading attributes" is not too meaningful. It will work regardless as long as you include your mutator in the setup screen for Instant Action. My mistake was to just do a new Campaign and I was therefore not including my mutator. If you want to get rid of this error, you can copy your unpublished directory to the C:\Program Files\Unreal tournament 3\ directory but again that is not necessary.
daaaave
08-08-2008, 09:23 AM
i'm also getting compiling problems similar to euchreplayer,
i'm getting 2 errors and 19 warnings,
the errors seem to be to do with BEGIN OBJECT PickupLightEnvironment
which it says is already in use, in the ammo class
and the BEGIN OBJECT SkeletalMeshComponent0 in the Attachment class, which again it says is already in use?
any idea's of how to get around these?
daaaave
08-12-2008, 09:22 PM
hey. i've managed to work this down to 1 error but i'm really confused as to what this error actually is and how to fix it
as you can see from the error message in the compiler there is an error saying unexpected i (or something similar) in the code. however i can't actually see this error in the code
http://img244.imageshack.us/img244/4030/errorae1.jpg
can anyone help?
regards
euchreplayer23
08-12-2008, 09:52 PM
daaave.....
check your .uc file save as.....
encoding should be "unicode"
daaaave
08-12-2008, 10:15 PM
daaave.....
check your .uc file save as.....
encoding should be "unicode"
thanks for the help however i've tried it but still seems to be unsuccessful. same error again.
EDIT: i' resaved all other files in the mod as unicode files and it them seemed to work. without the fatal error. only 10 warnings to go :P
CaptainSnarf
08-12-2008, 10:20 PM
The "Unexpected 'ï' " is actually the unicode UTF-8 byte order mark (BOM).
http://unicode.org/faq/utf_bom.html
I recommend saving as ANSI text (also known as ASCII) to avoid any problems or confusion about different unicode formats. Saving as utf-16 might work. I belive the engine understands utf-16 but not utf-8. Oddly enough, the ut3 script source is in utf-8 format, so none of it compiles by default. If you copy Epic's files and tweak a few things it doesn't work unless you also convert the text format too. IIRC what windows calls 'unicode' is utf-16, so what euchreplayer23 says is probably true, but I still recommend ANSI as it works everywhere and you probably aren't using any unicode features anyway.
*edit*
uh never mind I see you got it working :) You responded while I was responding :P
daaaave
08-12-2008, 10:32 PM
thanks for the advice though i appreciate the input. :D
and with some success i have my weapon in game. moderate success anyway. lol
i can't yet see the weapon in 1st person view. but can see it in the game. as the below screen will show. any reason why its missing? have i missed a socket in the engine or something in the attachment file?
http://img367.imageshack.us/img367/4647/barettatest1jh8.jpg
daaaave
08-13-2008, 10:50 AM
hi guys. making some progress but i'm a little confused as to how to properly align the weapon. i've been playing with these 2 properties
PlayerViewOffset=(X=0.0,Y=0.0,Z=0.0)
SmallWeaponsOffset=(X=20.0,Y=0.0,Z=10.0)
with player view offset i have been able to move things around so i can see the gun and the arms. (see below) however this seems to only move the view and not the weapon. so after resetting that back to 0.0 on all axis the smallWeaponOffset was the way to go. however this seems to not do too much as the weapon is no w of screens and only a muzzleflash is visible in the top right corner?
does anyone know of any standard setting to reset these properly? or to get the gun to sit in the correct place?
http://img376.imageshack.us/img376/95/12754877rg4.jpg
yahodahan
08-27-2008, 06:15 AM
Hey everybody, first off thanks a bunch for the help-
(Surprise, surprise) I'm not a programmer, and am trying to get a custom weapon in- it's killin me! I see the above post has a (whooT!) custom weapon in and showing- heck, that's WAY further than I seem to be getting!
basically, I've created the package, animsets/meshes/materials, saved it out into the "My Documents\My Games\Unreal Tournament 3\UTGame\published", copied and modded the needed class files, and put those into the "My Documents\My Games\Unreal Tournament 3\UTGame\Src"- all meticulously per GeoDav's (wonderful, but hard to follow for myself) weapon tutorial. Now, I should open UT3ed and it will ask me to compile? Nope...
I'm assuming I messed up at the "scripts" part- now, please don't laugh (haha), but just what are these "scripts" and where/how do i go about getting/making them? I DO know that a "script" in general is a series of commands that tell this or that to do etc etc- lol - but the tutorial just said, quote from GeoDav (again huge thanks):
"Ok a quick folder check, your weapon package must be in the unpublished folder tree and in the published folder tree(for testing). Scripts in the Scr folder tree."
Eeek! what are the "Scripts" that I put in the "Scr" tree? Also, where the heck is "Scr"? I can find "Src", but no "Scr", although I assumed this was just a typo...
Thanks again everybody, REALLY appreciate the help, my ridiculous college refuses to use UT3 and (gag) still uses UT2004 which I LOATH, so am teaching myself UT3 fast as I can to keep passing my classes and getting ready for next gen! I have gotten a character and custom level, but weapon/vehicle is a PAIN so far. :(
THANKS!
yahodahan
08-27-2008, 06:37 AM
well, i looked a few pages back again, and found I had missed/skipped a gem! got my mod to compile- and WOW i broke stuff. haha, see pic...well, I'll be working on that then...if anybody has input on what went wrong, lemme know, please!
THanks :)
http://www.ofgabriel.com/files/oops.jpg
yahodahan
08-27-2008, 07:27 AM
okay guys, well, moving right along-
so i've got it down to FAR fewer crazys- basically, now it's just hootin and a hollerin that my package can't be found- but it's right there! I've checked!
I should be saving it to the "mygames...\published\CustomWeapons" directory, right? Or should I have that "CustomWeapons" folder? It seemed to make sense to me.
Thanks!
AustinPowers
08-27-2008, 07:55 PM
This is where I have ours:
For Developing: My Games\Unreal Tournament 3\WarmGun\Unpublished\CookedPC\Weapons
For Release: My Games\Unreal Tournament 3\WarmGun\Published\CookedPC\Weapons
yahodahan
08-27-2008, 09:06 PM
Hey Austin-
thanks for the input, tried that too...no luck. Is there somewhere that I need to specify to the engine where to look for the .upk file?? I did that exact path, no luck. need I say ARG? lol...
oh too everybody I now have a full and detailed description of the error, plus all my UC files right on this forum:
http://forums.epicgames.com/showthread.php?p=25501905&posted=1#post25501905
thanks :)
yahodahan
08-27-2008, 09:32 PM
great, well, now using "Make -unpublished", and some other minor fixes, it finishes compiling, claims to write a script- then crashes (the usual "Unreal 3 has Encounterd and Error. We apologize for the inconvenience. yada yada..."). No script to be found.
when i place the same .upk file in teh same place, but in the Published tree, it simply won't find the .upk file still.
I just know I'm going to smack myself in teh head when i figure this one out...
xViperAKx
02-08-2009, 01:27 PM
I'm having an issue with compiling script. It's the "redefined" error. Does anyone know how to correct this so that I can move on?
Malachor
02-09-2009, 08:41 AM
Is that an error or a warning?
If it's an error, you'll have to unredefine whatever it was you redefined.
A warning, you'll be able to use it without changing.
I think ;)
It does help everyone if errors and/or warnings are posted complete either as screenshots or typed.
xViperAKx
02-13-2009, 10:04 PM
The script is a "unresolved reference" to a .upk, I'll post a screen of the issues that I run into.
Fuzz2k7
02-20-2010, 11:40 PM
I am trying to export scripts from UTcomp3v4b2.u but the Editor crashes, UT3 batch export also crashes. This happens for other mutators as well, but not all of them. It might have something to do with UI graphics packages, but loading the ones that are standard as well as the mod packages doesn't work. Are there alternative ways to export source codes or is there a way to make the methods already tried to work?
»TheHitMan«
07-13-2010, 01:28 AM
Howcome when I use the make shortcut, it compiles fine but doesn't give me a custom INI file?
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