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UDK Frontend v1.0.6.5

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    UDK Frontend v1.0.6.5

    UDK Frontend

    The only goal of this version of the Frontend was to expose the Configuration options, and allow for Extra Cooking options when required. Another reason why I made this was that UDK August Build removed the draggable slider between the Log window and the Game/Cooking Panels, which was really annoying. Other than this, no new features are present. I just didn't want to wait for Epic Games to fix the slider, so I did it myself.

    This Frontend also helped me avoid creating a whole new set of shortcuts all over again for Final_Release mode, and strip source for Final_Release modes for new UDK Builds.

    Screenshot (v1.0.6.5):
    [SHOT]http://img830.imageshack.us/img830/6945/udkfrontendv1065.jpg[/SHOT]

    When UFE is first started up, you will be asked to choose the initial Location of the UDK.exe file. Please select it from Binaries\Win32 or Win64 folder only.

    All the functionality of the original Unreal Frontend has been retained. The extras that have been added\updated are:

    1. File -> Change UDK Directory
    This allows you to use the same Frontend application for multiple UDK Builds. No more need to switch between Frontends to cook or compile your stuff when a new UDK Build is released.

    2. Edit -> Auto Scroll
    The original frontend would stop auto-scrolling when you click somewhere in-between the Log window while an action is being performed. Now you can choose to always scroll the window whenever a new line is written to the Log window, even if you lose focus from the Log window. Note: If you have focus (clicked) in the Log window, it will auto scroll regardless of the AutoScroll status.

    3. Server -> Add Clients
    Compared to Unreal Frontend, this command will now 'instantly' add only the number of clients that have been specified in the 'Number of Clients' box in the Game Tab

    4. Strip Source Commandlet
    Useful if you want to remove source code from your custom packages. Clicking this button opens a new window that will allow you to choose which packages you want to perform strip source on. All Custom Packages should be written with their extensions and should be comma separated (e.g. MyPackage.u, MySecondPackage.u)

    5. Ability to Stop Packaging the Game
    Now you can stop packaging your game if you feel you made a mistake. No need to go to Task Manager every time.

    6. Configuration Bar
    This allows you to modify the Configuration of your Launch, Cooking and Compiling processes. Both 32 and 64 bit configuration options have been added, but only 32 bit has been tested by me.

    The Final_Release Configuration is especially useful when you are just about to release your game, as it disables all expensive log messages. Please remember that you should have Final_Release set for both the Script configuration and the Cooking configuration for the packaged game to be in Final Release mode.

    7. Platform Chooser
    Allows you to select the platform on which to Cook/Compile your game. Obviously only PC Platform makes sense currently since the UDK binary is for PC only. This option will become useful later on when UDK comes to iPhone.

    8. Supported Resolutions shown only
    Resolutions that are supported by your current display device will be shown only. However, if you want to see the old list, you can check the 'Show All Resolutions' box.

    9. FullScreen Mode
    Starting UDK in Fullscreen is directly possible through Frontend. (Although Alt+Enter was there earlier too)

    10. Additional Cooker Options
    Now you can add any number of extra flags to your Cook Packages commandlet without having to make Batch scripts or shortcuts for each new UDK Build

    11. GFxImport Commandlet
    Allows you to enter a list of all SWF Movies that will be imported or updated. The list can have space, new line or comma separated list of SWF Movies and all of them will be checked for updates. This setting is relevant only for UDK August 2010 build onwards.

    Since the List is saved between sessions, you can quickly update your SWF files without having to manually write scripts to do the same thing. You can place all your SWF files in one go into the list box and import every time a change is made, as Swf's that are up-to date will not be modified.

    12. Custom Commandlet
    You can run UDK.exe with any commandlet that appears with later versions by typing the arguments in the Custom Commandlet window. All commandlets are saved to history, and it is possible to clear history as well.

    13. Package Game -> Custom Packaging
    To use this option, you must have a valid Manifest File. The file is to be selected at first run, and can be changed later on. After selection, you have 2 options:
    • Collect Game: Allows you to select a Folder where all relevant UDK Files will be copied. NOTE: When copying to the same location twice, Read-Only Files will NOT be overwritten
    • Package Game: Creates a NSIS Script with a listing of all relevant UDK Files. The script also contains extra code to create UnSetup.exe Registry keys during the main installation itself. This will allow your users to run the Game directly (without the extra EULA screen & without Admin Access). Pre-Requisites are installed as well (not in silent mode yet). The generated script will be written to the same directory in which UDKFrontend is present. You may use NSIS v2.46 or above to compile the script directly.

    The Manifest File can have an Include and an Exclude Group. The XML Tags can have any name as long as they contain the words 'Include' or 'Exclude'. Files and Directories in the Include Group have a higher priority than Excludes, so if you need to place specific files like Custom Launchers or UDK(.*).ini files, then write them here, so that they're automatically included during collection & in the NSIS Script.

    For updated UDK Builds, you need to do the following to create a new Manifest File using "Binaries\UnSetup.Manifests.xml" as a starting point:
    • Find and Delete all occurrences of the '^' character.
    • Add the 'ExtraExcludes' Group present inside the 'UDKManifest.xml' file, to the UnSetup XML File.
    • In the 'GameFilesToInclude' section, replace "UDKGame/^Default(.*).ini" with "UDKGame/Config/Default(.*).ini"

    14. Multiple Language Cooking
    By typing in multiple language codes in the Languages to be Cooked box, you can execute the CookPackages commandlet multiple times with the same initial settings. The language codes can be separated by space, comma or new line characters.

    NOTE: If you want to Package your Game using the Default Installer, you should run UDK Frontend as Administrator before starting it, otherwise you'll have to face 4 UAC prompts on clicking the 'Package Game' button. The only reason I left it this way was that Package Game is not a commonly used option (only at end of long development periods), and that doesn't justify the whole program requiring admin access at all times.

    You can place the Frontend executable in any directory and it will run.

    Changelog:

    #2
    Updated to v1.0.0.1:

    Fixed a small bug in Form window resizing that would leave a permanent blank space in the Tab control page.

    If you faced this error already, then you can delete your user settings config file (stored in 'AppData\Local\UDKFrontend\') to restore the default settings.

    Comment


      #3
      Updated to v1.0.2.0

      Changes mentioned in the 1st post

      Comment


        #4
        hi,maybe i get source for my UE3 engine(not UDK and not public version)?

        Comment


          #5
          Updated UDKFrontend to v1.0.3.0, adding a custom commandlet option to avoid creating buttons for every commandlet in UE3

          Originally posted by Nik Gastovski View Post
          hi,maybe i get source for my UE3 engine(not UDK and not public version)?
          Does that have anything to do with this thread's topic?

          Comment


            #6
            kindof, he askes for the source of your frontend, so he can integrate it within UE3 (source license)

            Comment


              #7
              Oh.. I accidentally read it as 'can I get the UE3 source'

              If you are a UE3 licensee, then you would also have the UnrealFrontend source. Ideally you should use that only, since my version hasn't implemented any of the Console related stuff (Targets tab, Sync Consoles), and neither does it load any console specific DLL's like the licensee version of Unreal Frontend.

              You can easily make the modifications that I made, since they're all very basic modifications.

              Comment


                #8
                That is cool! Any possibility of extending the cooking language panel? That has been a big problem in the official frontend for a long time. If your game uses non standard languages or abbreviations it is impossible to cook it through the frontend which is really annoying.

                Another thing that would be very handy would be a feature to "collect" your game. You don't want to package your game if you use your own installer. Packaging your game takes ages, and then you'd have to install it too which takes ages more. Furthermore if you modify too many files or even remove files from the UDK, the build in packager may even refuse to run at all.... The only reason why we used to run the packager was because we quickly and easily wanted to filter out all the files required for the end user, get those into a seperate directory, and then we could wrap our custom installer around those files. So a feature that simply collects all relevant files and copies them to an output directory would be most useful.

                Comment


                  #9
                  Thanks a lot for the feedback!

                  I've allowed the Cooking panel to have any code typed in by the user. Collect Game option has been added, and I've also allowed automatic creation of a NSIS Script.

                  Script's Key Advantage:
                  If you directly run a game installed with a custom installer, the user needs Admin Access to run the game for the first time. Moreover, an Uninstall entry gets created with the name 'My Game Long Name'.
                  The Generated NSIS Script however, puts the necessary Registry keys used by UnSetup during installation itself, to prevent the above issues. Instead of 'My Game Long Name', the Product name is used, with a suffix of 'Dont Touch'.

                  Comment


                    #10
                    Cool!
                    I saw that you had the custom cooking command thingy, but as far as I know (I actually never tried it though) you cannot enter multiple languages at the same time, can you? The problem we have at the moment is that we have 9 languages, and each of those is another command. To get all languages cooked I need to run every bat file one by one, wait until each one is finished, run the next one, etc.

                    Comment


                      #11
                      >also have the UnrealFrontend source
                      No-no,my version old and not included frontend

                      Old(24.01.10) screens link

                      Comment


                        #12
                        Updated to v1.0.6.1, to allow multiple languages to be cooked one after the other.

                        @Nik: Does that mean the old UE3 didn't have a Frontend at all? Do you do everything with command line?
                        What arguments do you use? If they're the same (e.g. make, cookpackages etc), you can use the current version by just changing the exe to your engine's binary file.

                        Comment


                          #13
                          Im wondering will this matter if you use this version of the front end that you're providing with any version of UDK? So i can use this version of your front end with August, and when September is released its the same deal?

                          Comment


                            #14
                            You can use it for new versions of UDK, assuming they don't change the syntax of any commandlet. Old versions can also be used (if the commandlet exists for that version).

                            For future builds, the only thing that you 'may' need to change is the custom Manifest file for packaging (only required if you see any changes in the 'Binaries\UnSetup.Manifests.xml' file for that build)

                            Comment


                              #15
                              Great! Thanks for the info.

                              Comment

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