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!
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!
Last edited by KewlAzMe; 11-23-2007 at 11:38 AM.
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
UT40K:The Chosen - Warhammer 40,000 for UDK
ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
UDK Tutorials - Basics - Vehicles - Characters - Weapons
Read my tutorial about 5 posts back for packages..
Read this tutorial for maps
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 in the unpublished/cookedpc folder there are only folders for CustomChars + CustomMaps, do i have to follow this example and make the folders CustomEnvir CustomEffe etc...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
so would that then be for me CustomMaps/UT40k or CustomMaps/UT40kmaps, i take it that this should apply to the other folders as wellFor 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
UT40K:The Chosen - Warhammer 40,000 for UDK
ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
UDK Tutorials - Basics - Vehicles - Characters - Weapons
Good question. Can you export anything else other than uc files from UED? maybe try that and follow the directory structure that it uses.
nope can't export anything else guess we'll have to wait for the Epic guys to tell us more !
UT40K:The Chosen - Warhammer 40,000 for UDK
ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
UDK Tutorials - Basics - Vehicles - Characters - Weapons
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
Last edited by commander_keen; 11-25-2007 at 01:14 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
Last edited by pingfreak; 11-25-2007 at 02:59 AM. Reason: clarified abit on the subject
~ If it was easy everyone would be doing it. ~
Akimbo Expansion Pack Elite Machines XX HitSounds Show Damage
DM-Backyard99 DM-Lan_Party
G for Grenade!
http://gforgrenade.com
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!!
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 guessIt just got compiled, yay
Now for some serious scripting action... But first, sleep... It's 4 AM, have to get up at 6:45
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Last edited by Stefander; 11-28-2007 at 10:13 PM.
Pie.
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?
You can discover more about a person in an hour of play than in a year of conversation.
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.
You can discover more about a person in an hour of play than in a year of conversation.
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.
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.
Fleet Wars
Jetpack for UT3
Raggy Weapons
SpeedBump
Mod Exemplar Project
Official Proelium Site
Official UnrealScript IRC Channel - #unrealscript on irc.enterthegame.com
So how do I fix this?
You can discover more about a person in an hour of play than in a year of conversation.
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...
Last edited by Geist; 12-01-2007 at 03:13 PM.
"Blah!"
-- Unknown
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?
"Blah!"
-- Unknown
That was brought up before.. sorry thought that was known already.
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.
Can someone please explain to me how exactly to 'publish' a mutator you have made?
~ If it was easy everyone would be doing it. ~
Akimbo Expansion Pack Elite Machines XX HitSounds Show Damage
DM-Backyard99 DM-Lan_Party
DuelRemove v2 (fixed) // UT3 Wishlist
"I am certain there is too much certainty in the world" - Michael Crichton
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 :/
Last edited by pingfreak; 12-02-2007 at 07:56 AM. Reason: clarification
~ If it was easy everyone would be doing it. ~
Akimbo Expansion Pack Elite Machines XX HitSounds Show Damage
DM-Backyard99 DM-Lan_Party
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.
pingfreak...can you explain how you did the sound and sound cue section of your rifle?? What is the relationship between those two things
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.
"Blah!"
-- Unknown
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
Speaking of which.. anyone got a UnCodex working for UT3 code?
And yes I know about these:
http://wiki.beyondunreal.com/wiki/In...To_Replication
http://udn.epicgames.com/Three/UT3Mo...%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.
Last edited by KewlAzMe; 12-02-2007 at 07:26 PM.
yes and yes Kisk took care of it http://www.codekisk.com/unreal/ut3/scriptref/
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?
Last edited by Athest; 12-03-2007 at 06:22 AM.
Computer Specs:
OS - Windows Vista Home Premium 32bit
CPU - 2.6GHz Dual Core AMD
RAM - 2GB Cosiar XMS2 DDR2 800
Video Card - EVGA 8800GTS 320mb, Forceware 163.75
Res - 1280 x 1024
Speaking of interesting options ...
Anyone got a clue if these do what I think they do :
I noticed them in UtEditor.ini after running "ut3 make".Code:[ModPackages] ModPackagesInPath=..\UTGame\Src ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
Q : Why ask Epic, when we can mutate the hell out of this game ?
A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ...
And to everything else "Less Whining, more Fragging and Mutating"
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
Last edited by JaFO; 12-10-2007 at 05:36 PM.
Q : Why ask Epic, when we can mutate the hell out of this game ?
A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ...
And to everything else "Less Whining, more Fragging and Mutating"
You do have your sources in "mypackage\classes", do you ?
And did you try my MagickBuilder-utility ? (or see Beta-secion of this forum)
That should save you the trouble of trying to manually add those packages to UtEditor.ini ...
Q : Why ask Epic, when we can mutate the hell out of this game ?
A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ...
And to everything else "Less Whining, more Fragging and Mutating"
i have used unreal fronted to compile my basic mutator.... everything get far but i cannot find any configuration file in the Config directory
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