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View Full Version : [Tutorial]Nfringe Template Setup - [testers needed]



MagnumAI
01-26-2010, 10:37 PM
ok,

I took a few minutes to create a template for nFringe since I was always having to re-setup everything.
I couldn't find any real good info on setting up nFringe that didn't have some errors in them, so i decided to just go through the nFringe set it up the way I wanted, and provide a template for anyone else who wants to use it. that doesn't mean this won't have errors but for now have tagged as testing.

For now I am looking for testers to test it in VS2005E and VS2008 to see if it works as this is the first project template I have created for distribution. If all goes well I will gladly turn it into a starter kit with starter code and add some tutorials on it.


So in order to use this you must have the following products installed.


VS2005 Express or VS 2008

nfringe

UDK Jan build.



I have provided a file for download from rapidshare. No account needed and no waiting, open download. This is a link list that will hold all of the revisions, so just grab the latest file.

http://rapidshare.com/users/47R99T

File name is MagUnreal.vsi

I decided to name this MagUnreal, since I am well, magnum and it's unreal. Plus it will make it easy to tell the difference between this template and the default nFringe templates.


Once you have downloaded the file, simply click on it to run. Make sure MagUnreal is checked and select next. You will get an error about trusting the publisher go ahead and click trust me.. just trust me on this:) NOTE: There may be separate templates later such as FBS Base, Vehicle Base.. who knows where it may lead.

http://i60.photobucket.com/albums/h15/kd4vcu/udk1.jpg

Click finish to install. If you have previously installed the template (perhaps just updating), select overwrite and click OK to continue. Otherwise you are brought to the finish menu and just click Close.

http://i60.photobucket.com/albums/h15/kd4vcu/udk2.jpg

After installing start Visual Studio and select File>New Project. You will see the MagUnreal under My Templates in the Project Type UnrealScript.

http://i60.photobucket.com/albums/h15/kd4vcu/udk3.jpg

Change the name to the name of your game. You don't have to use MyMod, but if you do, be sure to delete the MyMod directory in Development\scr first.
Change the location to ..\Development\Src and uncheck the Create Directory for solution. Very Important don't forget this step!
Click OK to create your game project.

You should get a new Project like this shown below.

http://i60.photobucket.com/albums/h15/kd4vcu/udk4.jpg

Now go to Project>Your Game name Properties on the main toolbar. and you should get the panel below. Notice that it should already have the "Unreal 3 mod" selected for general tab. All you have to do is enter the UCC Path and Reference source as shown. NOTE: I will try on the next revision to see if I can set that to defaults.

http://i60.photobucket.com/albums/h15/kd4vcu/udk5.jpg

Select the Build menu and make sure the Script outputs is selected and the right directory. It should be ..\UTGame\Script

http://i60.photobucket.com/albums/h15/kd4vcu/udk6.jpg

Go to the Debug menu and select the options you like. Make sure to at least enter the UDK.exe for the Start Game Executable. We should be able to enter the Win32\udk.com and get a debug back to VS, but I haven't got that to work yet.

http://i60.photobucket.com/albums/h15/kd4vcu/udk7.jpg

Now the biggie that I need tested! If you will notice in the project you will see the folder Classes, which is where you need to enter your script files. Also there are folders for the INI default files that you need to edit to change them for your mod. They are linked to your install, they ARE NOT OVER Written if you already have them there. Same goes for the Scripts in the UTGame, Engine and UTGame Content. Those are feault and linked, but if there are new ones added later you will have to manually add them to your project. It might be better if the folders are there and let the user add them. But notice you can select them but they are read only (or should be) so you won't mess them up.

http://i60.photobucket.com/albums/h15/kd4vcu/udk9.jpg

MagnumAI
01-26-2010, 10:37 PM
Now. Simply open a folder and double click on any .uc file to open in VS. You will see the parser run and parse your scr directory. There is no need to close and reopen VS. You are ready to start adding files and build your game at this point.

Things to note. The Classes folder will not be added in your ..\development\scr\myMod folder until you create a new or add existing file to the VS Project Classes. Then it creates the folder and places the files there.

Also, I noticed this problem in wildicv's tutorial. Nfringe once you do a build will create a Unpulblished\CoockedPC\Script path inside of your MyMod folder. When you do a build it will say it placed a .u file there. it's lying, ignore it. It will place it in the location you enter in the Debug field above which should be ..\UTGame\Script. I know how to correct this, but it involves hacking the nFringe install files and I would rather ask permission or guidance from them before that file is edited. Myself I would rather not have the Unpublished directory there. If anyone has ideas on this I have missed let me know.

http://i60.photobucket.com/albums/h15/kd4vcu/udk9.jpg


I'll update this through the week when I can based on feedback and comments and if the community wants this. I have some tests this week, so may be a little slow in responding, but wanted to get this out and see if it helps anyone else.

Also.... I know the pictures are low quality. They got messed up when I uploaded them so will try again and get better ones.

fladur
01-26-2010, 11:39 PM
What I also like to do, is to create a project for each one of the UnrealScript folder available, for example, Core, Engine, GameFramework, that way, you dont just get intellisence, for the classes, but for all the class members, making programing way easier, and i you need to read a class your are extending lets say, GameInfo, you could just right click and go to declaration, check it out.

MagnumAI
01-27-2010, 05:24 PM
@fladur

I do that above for the main ones, simply to make it easier to find the code and copy it or extend.

If you are using nFringe, you do not need to include the folder or classes in the project for intellisense to pick the class members up. It searches all of the "Classes" folders under ..\Development\Scr and compiles from all of the "*.uc" files and builds from there.

MagnumAI
01-28-2010, 06:26 PM
Actually I need to update and remove the folders for the classes. I forgot the template already has the Reference Source which lists all *.uc files. Only adding the INI Files folder really helps.

bdavidson1030
01-29-2010, 06:09 PM
This works for me. Im not exactly sure how this defers from the standard nFringe setup but everything appears to be working how you said it should. Id like to know where you are going with this template and what future updates can we expect.

MagnumAI
02-01-2010, 06:25 PM
@bdavidson1030

It's only different in that you should not have to manually create the Classes directory, or select the default directory for scripts. Should automatically be there saving you a few steps.

As far as the future, would really depend on the community. My thoughts werea possible starter template so if you wanted a default FPS, the basic scripts are created. Or if you wanted a racing game, the default scripts are created.

I'll probably create my own regardless, if I continue to use UDK..