View Full Version : A nice workflow for testing/compiling
chameleon
11-24-2007, 05:22 PM
First, add some shortcuts for convenience:
A link to your "My Games\UnrealTournament 3" folder
A link to "Unreal Tournament 3\Binaries\UnrealFrontend.exe"
The UnrealFrontend is a lifesaver! I've been using it to run the Make process and do testing with my mutators. Check out this screenshot:
http://img57.imageshack.us/img57/4733/screenwg4.th.jpg (http://img57.imageshack.us/my.php?image=screenwg4.jpg)
I can put in "?mutator=Uberboard.UTMutator_Uberboard -useunpublished" as the Extra Options and launch directly into the selected level with some bots to test.
The final workflow is:
Edit your code (I like using SciTE (http://gisdeveloper.tripod.com/scite.html))
Use UnrealFrontend to run Make
Set the Extra Options to use your mutator along with "-useunpublished"
Use UnrealFrontend to launch an SP match with your mutator/mod/whatever
jbizzler
11-24-2007, 08:04 PM
I made a batch file for compiling, and a batch file for running.
compile.bat:
cd C:\Program Files\Unreal Tournament 3\Binaries\
ut3 make
pause
run.bat
cd C:\Program Files\Unreal Tournament 3\Binaries\
ut3 DM-MyMap?game=GametypePackage.Gametype -windowed -resX=640 -resY=480 -useunpublished
It's faster than unrealfrontend and I have more control. I don't bother copying to published becasue the whole point of unpublished is so it's nto mixed up with thinsg that are actually done! Also, I combine UnCodeX with JEdit for my scripting.
chameleon
11-24-2007, 08:10 PM
It's faster than unrealfrontend and I have more control. I don't bother copying to published becasue the whole point of unpublished is so it's nto mixed up with thinsg that are actually done! Also, I combine UnCodeX with JEdit for my scripting.
I just read about -useunpublished; I'm going to change that process up there to reflect it. I also found UCEditor (http://uceditor.sourceforge.net/features.php), which is a plugin for Eclipse. It should have code completion and the like. I can't wait for the linux port :D. Screw these batch files, I want my GNU make.
I normally hate GUI apps for this kind of work (like you said, the CLI batches are faster) but it might be helpful for people who are just getting started. Something interesting is the MP launcher in UnrealFrontend - It looks like it can add a number clients to a local server (I haven't tested it yet).
Pfhoenix
11-24-2007, 09:27 PM
chameleon :
Have you tested the effects of having custom UTInput.ini entries on running from commandline in unrealfrontend? I've found that since UT3 loads up a default setup (since you aren't logging in if you load straight to map) that overwrites any custom entries (to include your profile's key layout).
chameleon
11-25-2007, 01:02 AM
Pfhoenix, it should be possible to load your profile via the standard "-login=MyUsername -password=MyPassword" in the Extra Options. I think there might be an easier way to load an INI, but I'm not familiar with anything else.
Pfhoenix
11-25-2007, 01:23 AM
Gratis. That did the trick.
KalCorp
06-30-2008, 12:13 PM
Any way to not load the movies and go right into the map?
Any way to not load the movies and go right into the map?
-nointromovies
Very useful information here guys. Thanks.
A little tip for basic compiling.
I created another shortcut to the UT3.exe and added the make command at the end.
If you open the shortcut it complies all you changed packages.
http://img208.imageshack.us/img208/2021/63263907up6.jpg
Biino
07-01-2008, 12:59 AM
In terms of workflow, PixelMine's Unrealscript editor just rocks. http://forums.pixelminegames.com/index.php?showtopic=2184&pid=23816&st=0&#entry23816
I'm surprised that it seems quite underrated. Much prefer it over Context + UnrealFrontEnd\MonkeyBuild\batch files.
It's actively developed by 280Z28, well supported and I reckon it's going to be the primary editor of choice for serious UT3 modders.
Bino
Squib
07-01-2008, 01:23 PM
I used UnrealFrontend for compiling scripts until I ran into problems linking the compiled script to a package in the Unpublished dir. Running
ut3.exe make -useunpublished works, but UnrealFrontend won't let me add the -useunpublished flag when compiling. :(
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